Beth'tilac is a fiery spider which uses a variety of adds to attack your raid. The encounter is split into two phases, henceforth referred to as Phase 1 and Phase 2. The area where you fight Beth'tilac is divided into two levels by a web which forms the ceiling of the room.
During Phase 1, the boss will be stationary on top of her web, where a few of your raid members will need to climb up to and deal damage to her. In the meantime, down below, the rest of your raid will have to defeat three types of adds: Cinderweb Drones, Cinderweb Spinners and Cinderweb Spiderlings.
After Beth'tilac uses Smoldering Devastation three times, she will enter Phase 2, lowering herself to the ground level where your entire raid can engage her. This phase is essentially a burn phase where you raid will have to contend with a soft enrage mechanic.
Phase 1
Before starting the encounter, you will notice Beth'tilac dangling from a web that acts as a ceiling to the room. Upon attacking her, she will quickly retreat up onto her web, while Cinderweb Spinners will lower themselves to your raid by use of web filaments. In addition to this, your raid will be faced with two other types of adds: Cinderweb Drones and Cinderweb Spiderlings, which enter the fight from the edges of the encounter area, on the ground level.
Your goal during this phase is to send a small contingent of players to damage Beth'tilac atop her web, while the rest of your raid handles the adds.
In order for your raid members to reach Beth'tilac, you will need to make use of the web filaments left behind after Cinderweb Spinners are killed. These can be mounted like any vehicle, and will each transport one player to Beth'tilac's level.
Beth'tilac
Beth'tilac will spend the entirety of this phase perched on top of her web. She has a Fire Energy bar, which starts full at the beginning of the fight and steadily decreases over time. Its maximum capacity is 8200, and it decreases at a rate of 100 per second. While there, she will constantly deal damage to anyone on the same level as her with Ember Flare. In addition to this ability, Beth'tilac will also deal melee damage to her main aggro target on the same level as her.
If there is no one at her level, she will damage the entire raid with Venom Rain. She will cast this ability from the moment that she is pulled until at least one player has climbed up to her level.
Beth'tilac has a melee attack, which hits for roughly 37k damage in both 10-man and 25-man difficulty, and is performed about once every 2s.
Smoldering Devastation is an ability which Beth'tilac will cast whenever her Fire Energy bar reaches 0. It deals an immense amount of damage to all enemies on her level, killing anyone who is hit by it. Your raid will need to leave Beth'tilac's level and return to the ground level when this ability is being cast. They will do so by jumping down through a gap within the web, located in the center.
Meteor Burn is an ability which causes meteors to fall onto the web, damaging players in a small area and leaving a fire patch on the web which damages players standing in it.
Once Smoldering Devastation has been cast three times, the phase will end and Beth'tilac will descend from her web, triggering Phase 2.
Cinderweb Spinner
Cinderweb Spinners only ability is Burning Acid, which they will use to regularly damage random raid members.
These adds lower themselves into the fight from Beth'tilac's web, above the raid. They climb down on strings, and stop midway from the ground. If taunted, they will lower themselves altogether. Once dead, the strings used by the Cinderweb Spinners can be interacted with, as with any vehicle, by raid members. Doing so will send the raid member up to Beth'tilac's level. Each string or filament has a single use.
In addition to Burning Acid, these adds also perform weak melee attacks.
Your raid's general aim is to kill these adds and use their strings to send a group of players up to Beth'tilac.
Cinderweb Spiderling
Cinderweb Spiderlings only ability is Seeping Venom, which they will use on any targets within 6 yards of them. The Cinderweb Spiderling will latch onto the respective raid member and deal fire damage to them over 10s.
The Spiderlings are small adds which spawn in packs. They skitter along the floor and do not have aggro tables. They will always head for Cinderweb Drones. If they reach the Drones, they will heal and buff them, which is not advised.
Be mindful that, if any Spiderlings come within range of Beth'tilac when she descends from her web, at the end of Phase 1, she will consume them and heal herself for 10% for each Spiderling.
Your raid's general aim is to slow and kill these adds before they reach a Cinderweb Drone, without being in their melee range.
Cinderweb Drone
A melee attack, which hits for roughly 12k damage in 10-man and 24k damage in 25-man difficulty, and is performed roughly once every 2s.
Burning Acid, which acts in exactly the same way as the Burning Acid belonging to Cinderweb Spinners, by damaging random raid members for moderate amounts of damage.
Boiling Spatter, which is a highly damaging frontal cone attack.
Cinderweb Drones are large adds which will spawn, one at a time, at roughly one minute intervals throughout Phase 1. The very first spawn will occur about 40s into the fight. Like Beth'tilac herself, Drones also have Fire Energy bars. The maximum capacity of their Fire Energy bar is 85, and it decreases steadily at one energy per second. When their bar fully depletes, they climb up to Beth'tilac and cast Leech Venom draining what ever is left of her own Energy Bar. After 20s, they return to the ground level.
Drones should be killed before their Fire Energy Bar reaches 0 and should never be allowed to drain Beth'tilac's energy bar, as this will shorten the length of time until the next Smoldering Devastation and will speed up Phase 1, considerably lessening the amount of DPS you can do to the boss. Doing so will cause the boss to enter Phase 2 with too much health, resulting in a wipe to the soft enrage mechanic.
In addition to these mechanics, they perform powerful melee attacks. Whenever they come in contact with a Cinderweb Spiderling, they will Consume it, healing themselves for 20% of their maximum health and gaining a stacking buff which increases their damage done and movement speed by 20% for each Spiderling consumed.
Your raid's general aim is to tank and kill these adds while preventing them from consuming any Spiderlings.
Because Phase 2 of the encounter presents a soft enrage mechanic, your goal is to have Beth'tilac as low on health as possible when the phase change occurs. As mentioned, the phase change will happen after the third Smoldering Devastation, meaning that your raid will have at most 246s before reaching Phase 2. Should you allow any Cinderweb Drones to survive long enough to reach Beth'tilac, the time until her third Smoldering Devasation will be reduced further.
The key to a good Phase 1, and indeed an easy execution of the entire encounter, lies in balancing your DPS accordingly so that you can adequately handle the ground level adds while doing as much DPS as possible on Beth'tilac herself.
Ground Level
Your raid will have to be split into two teams. The first team will have to handle the adds on the ground level without assistance for most of the phase. Your raid should immediately start DPS Cinderweb Spinners, and your tanks should taunt them so that they come down to ground level.
Once a few Spinners are dead, the designated tank and healer should climb up to Beth'tilac's level, while your DPS should also climb, as more web filaments become available. Your tank needs to go up first in order for Beth'tilac not to melee anyone else, and your healer should follow in order to keep the tank up.
Your ground level tank(s) will want to pick up the Drones and tank them facing away from any raid members, so as not to damage them inadvertently with Boiling Spatter, while also moving them if any Spiderlings get too close. Ideally, a specific area should be agreed upon for tanking the Drones, allowing other raid members to coordinate slows.
Healers assigned to the ground level will not have to concern themselves with tactics or positioning, and can generally find a central location to stack in and simply heal the raid, which is being damaged by the various abilities discussed above. Occasionally, healers may need to move out of the path of packs of Spiderlings, to avoid being latched on to.
Beth'tilac Level
On top of Beth'tilac web, the fight is quite straightforward. The boss will melee the tank and damage everyone on her level with Ember Flare. In addition to this, several fire patches on the ground should be avoided. A hole will be present in the center of the web, which your Beth'tilac level group should make use of to jump off the web when the boss begins casting Smoldering Devastation.
Once on the ground level, your healers should assist in topping off the raid while your DPS should quickly bring down Cinderweb Spinners and free up filaments for them to climb back up, and repeat the process.
This will need to be done three times, during which time you should try to bring Beth'tilac as low as possible. After the third Smoldering Devastation, Phase 2 will begin.
Phase 2
During this phase, Beth'tilac will retain Ember Flare, dealing damage to all enemies on the ground level in the same way that she did during Phase 1 on her web. In addition to this, she gains the following abilities.
Frenzy, a stacking buff which increases Beth'tilac's damage done by 5% per stack. A stack is added every 5s. It acts as a soft enrage timer and this is the reason you want to have the boss as low on health as possible when entering this phase.
The Widow's Kiss, Beth'tilac places a debuff on the main aggro target, lasting 20s. For the duration of this debuff, the tank will gain a stack of The Widow's Kiss every 2s, reducing healing taken by 10% per stack. This effect will cease stacking when the initial debuff drops off, so after 20s in total. In addition to this, the tank affected by this debuff will deal damage to allies within 10 yards.
Consume, this passive ability causes Beth'tilac to be healed for 10% of her maximum health by consuming any Cinderweb Spiderlings that may come in melee range of her.
This is a standard burn phase. You will want to make sure that any Cinderweb Spiderlings are dead when Beth'tilac descends, or she will quickly heal up and you will indeed wipe to the enrage mechanic. No adds will spawn during Phase 2, so you should only ever have to concern yourself with Beth'tilac herself. Should any Cinderweb Spinners or Cinderweb Drones still be alive at the start of Phase 2, your DPS should kill them off first, before switching to Beth'tilac.
There is no impediment for your raid stacking up in one location, so you should do so. One tank should be in front of Beth'tilac, on the opposite side of the raid, while the other tank should be at the side of the boss.
When a tank becomes affected by The Widow's Kiss, the other tank should taunt Beth'tilac, and this rotation should continue until the end of the fight. Due to the positions mentioned above, no one should ever be damaged by the AoE from The Widow's Kiss.
Healers will have to contend with increasingly high raid damage, caused by Ember Flare. Towards the end of the fight, when stacks of Frenzy are high on Beth'tilac.
The heroic mode of Beth'tilac provides very tough challenges for both DPS players and healers, and will require excellent execution to defeat.
Cinderweb Drones will occasionally Fixate on random raid members. This causes the Drone to attack that target, ignoring any aggro, for 10s. During this time, the Drone deals 75% reduced damage.
Cinderweb Spinners gain a new ability, Fiery Web Spin. If left hanging from their web filaments, they will occasionally cast this ability on random raid members, stunning them for 25s. It is interruptible.
A new type of add, called Engorged Broodling, will spawn regularly during the encounter. These adds fixate on random raid members and run to them at a high speed. When coming in melee content with a player, they detonate and explode for 42,5k nature damage in an 8 yard radius. This also leaves a poison puddle on the ground which deals high nature damage to anyone standing in it and also slows their movement speed.
It must be noted that the only difference in strategy occurs during Phase 1, and only on the ground level. All other aspects of the encounter remain the same. In terms of prioritising DPS on the ground level, your raid should aim to kill Cinderweb Spinners and then Cinderweb Drones.
When a Cinderweb Drone Fixates on a raid member, that raid member must be prepared to face the drone away from the raid, and ensure that the drone is kept away from any Cinderweb Spiderlings. The damage done by the drone is reduced by 75%, so surviving it should be easy. After 10s, the drone will return to its main aggro target.
It is more important than in normal mode to taunt down Cinderweb Spinners, as their Fiery Web Spin ability, if not interrupted, can cause major problems and most likely cause a wipe. If these adds are taunted down and killed promptly, this should not be an issue at all.
The encounter is made up of 2 phases. Phase 1 (from 100% to 25% health) requires the raid to move Rhyolith around the room to break his armor while Phase 2 (from 25% health to the end) is a standard nuke phase.
Initially, Rhyolith is protected by an armor that your raid needs to remove progressively by making him step on the volcanoes that he regularly creates throughout the fight.
During Phase 1, Rhyolith will ignore players and roam around the room. He is in constant motion and cannot be stopped. However, he can be steered left or right, according to which of his feet you deal damage to: attacking the left foot makes him go left while attacking the right foot makes him go right. The idea here is to attack his feet in such a way that he keeps going from one volcano to another. At the same time, Rhyolith must be prevented from reaching the lava that surrounds the encounter area, as it will cause him to wipe the raid.
In addition to these particular mechanics, the raid will also need to kill adds and deal with various abilities that Rhyolith will use.
When Phase 2 starts, Rhyolith armor shatters. He then needs to be tanked and the fight turns into a regular nuke phase. The boss needs to die before he wipes the raid with a very damaging ability that eventually causes the healers to run out of mana.
During Phase 1, Rhyolith's left and right foot have their own unit frames and can be attacked. Rhyolith himself is, of course, also attackable. The protection provided by his armor also applies to his feet. The damage done to a foot is divided equally between both feet. More precisely, every few seconds, the health of both feet is adjusted so that it becomes equal. For example, if one foot is at 48% health and the other is at 50% health, then both feet will be at 49% after the adjustment.
The health pool of each foot is always exactly half that of Rhyolith. Every time you damage a foot, Rhyolith is damaged for the same amount and inversely, each time you damage Rhyolith directly, the damage is also split evenly among his feet. This mechanics means that, during Phase 1, the raid will do most of its damage on Rhyolith by attacking his feet to control him.
When Phase 2 starts, his armor shatters, he needs to be tanked, and his feet are no longer attackable.
When attacking the left foot to make Rhyolith turn left, or the right foot to make him turn right, there seems to be a slight delay (about 1s) before Rhyolith eventually starts changing direction. The raid will need some practice before finally being able to make Rhyolith change direction at will. Normally, half of the raid's DPS players should be on this task at all time (usually all the melee players), with sporadic help from the rest of the DPS players.
It is imperative to prevent Rhyolith from reaching the lava pool surrounding the fighting area because it empowers him with a powerful ability that will, in all likelihood, wipe the raid.
Phase 1
This phase revolves around moving Rhyolith so that he steps on the volcanoes he creates, which causes his armor to lose efficiency. The faster his armor is weakened, the faster your raid will be able to make it to Phase 2, which is triggered by Rhyolith's health reaching 25%.
Rhyolith
Rhyolith performs no melee attack during Phase 1 and has 4 abilities, including one that he should never be allowed to use.
Obsidian Armor protects Rhyolith. Precisely, it is represented by a stacking buff. Each stack reduces the damage he takes by 1%. Initially, he has 80 stacks. Every time he steps on an active volcano, he loses 16 stacks of the buff.
Molten Armor is a stacking buff of which Rhyolith gains between 2 and 4 stacks every time he steps on a dormant volcano.
Concussive Stomp deals unavoidable fire damage to the entire raid. It also creates 2 or 3 volcanoes. This ability is cast every 30s.
Every 20-25s, Rhyolith casts either Summon Fragments of Rhyolith or Summon Spark of Rhyolith, which summon respectively 5 Fragments of Rhyolith or 1 Spark of Rhyolith, and deal 15k fire damage to players within 7 yards of Rhyolith.
Fragments of Rhyolith have relatively low health and hit their tank every 2s for 4k damage in 10-man and 10k damage in 25-man difficulty. 30s after they have spawned, they will perform Meltdown, if they are still alive, dealing 100% of their remaining health as damage to a random player before disappearing.
Sparks of Rhyolith have relatively high health and hit their tank every 2s for 12-13k damage in 10-man and 30-35k in 25-man difficulty. Every second, sparks cast Immolation, dealing 7k fire damage to all players within 12 yards. Every 5s, sparks gain a stack of Infernal Rage, increasing their damage done and taken by 10%.
Drink Magma is cast by Rhyolith only when he reaches the edge of his plateau, something which your raid should prevent him from doing at all cost. This ability deals 30k fire damage to all raid members every second for 4s.
Volcanoes and Craters
Rhyolith creates 2 or 3 volcanoes every time he uses Concussive Stomp. Once created, a volcano remains dormant until Rhyolith randomly awakens it, at which point the volcano becomes active. Active volcanoes erupt for 20s. During this time, 3 players in 10-man, 6 in 25-man, are randomly selected every 2s to receive 10k fire damage. Eruption also stacks a debuff on players every time they are hit, increasing their fire damage taken by 5% for 14s and stacking a maximum of 20 times.
When Rhyolith steps on a volcano, he destroys it. Additionally, if the volcano was dormant, Rhyolith gains stacks of Molten Armor, and if the volcano was active, Rhyolith loses 16% of his armor. 10s after a volcano is destroyed, a crater appears at its location.
As soon as it is up, a crater triggers Magma Flow, releasing 4 to 6 lava streams that move outwards from it, in various directions, dealing 65k fire damage to anyone standing in their path. After 10s, the lava streams explode, dealing 130k fire damage to anyone standing on them.
After Magma Flow, the crater disappears and leaves a damaging lava pool on the ground.
In this fight, tanks and healers have the easier role as their task is rather simple. DPS need to properly distribute their damage among Rhyolith feet to make sure that he steps on as many active volcanoes as possible, while taking down the adds. All the ranged players should be stacked up at range to make AoE healing more efficient. Melee players will almost exclusively be on Rhyolith.
Spark of Rhyolith should be tanked away from the raid, so that they do not debuff anyone else than their tank. A great location to tank them is on the edge of the plateau, as it gives more room for maneuvering Rhyolith.
During Phase 1, only the Fragments of Rhyolith and the Spark of Rhyolith, which are spawned by every 20-25s, will require tanking. Most guilds will prefer to use only one tank. Sparks of Rhyolith should be tanked out of the raid because they do proximity damage. There is no constraint regarding the positioning of Fragments of Rhyolith.
Healers will need to contend with melee DPS hit by Summon Fragments of Rhyolith or Summon Spark of Rhyolith, and players who failed to move away from a Spark of Rhyolith or from the lava streams of a crater.
The only assignment of melee DPS is to attack Rhyolith's feet to turn him around. Handling the adds is a ranged DPS duty. However, if both Fragments of Rhyolith and a Spark of Rhyolith are up at the same time, one melee DPS in 10-man, 3 or 4 in 25-man difficulty can help out on the Fragments so that the ranged DPS can focus on the Spark.
Ranged DPS should give a high priority to the Sparks of Rhyolith. Early on, they can wait for maybe 10-15s before attacking one, so that it takes increased damage. Towards the end of Phase 1, Sparks of Rhyolith should be killed as fast as possible because of the high stacks of Eruption everyone will have.
Fragments of Rhyolith should be killed within 30s to prevent them from dealing damage equal to their remaining health when the time is up. Whenever ranged DPS are not busy with adds, they should focus on Rhyolith.
Should the raid manage to remove all of Rhyolith's armor before he reaches 25% health, he should no longer be allowed to step on volcanoes. This will prevent craters from spawning, removing the need of moving out of lava streams.
Phase 2
At 25% health, the armor that was protecting Rhyolith shatters and you get to see his true self. It is a burn phase during which Rhyolith must die before he wipes the raid.
Rhyolith only retains Concussive Stomp, which still creates volcanoes that can erupt. The volcanoes will still turn into craters if Rhyolith steps on them. The craters will still form lava streams flowing outwards from them.
In addition, he melees the tank every 2s for 25-30k damage and deals 7k fire damage to the raid every second through Immolation.
6 minutes after the start of the encounter, Lord Rhyolith becomes Superheated. This is a stacking buff which increases his damage dealt by 10% per stack, and stacks once every 10s.
Rhyolith needs to be killed before he wipes the raid, as Immolation, especially when coupled with Superheated will deal heavy damage to your raid. Concussive Stomps, while Rhyolith is Superheated, are also devastating.
DPS and healers should remain stacked up at range to improve the efficiency of AoE healing. Healers need to use all their cooldowns to keep the raid alive until Rhyolith is killed. They need to be especially on their toes for players with high stacks of the increased fire damage taken debuff.
The heroic version of Lord Rhyolith encounter presents increased health and damage, a new type of add and an additional soft enrage mechanics. This second soft enrage mechanics will be the driving force between the way your raid executes the encounter on heroic. While it will not wipe your raid immediately, it will not be possible for your raid to survive for very long once it has come into effect.
Each time Lord Rhyolith steps on an active volcano, a group of adds, called Liquid Obsidian, spawns from the magma surrounding his platform. These adds head for the boss and, if they reach him, regenerate one stack of Obsidian Armor each.
Superheated occurs 5m after the start of the encounter.
During Phase 2, Lord Rhyolith uses three mobile eye beams to damage the platform. These beams do not chase players, but players will most likely need to move to avoid them.
The changes from normal mode turn the fight into a rather punishing DPS race. The various adds must all die quickly enough so as not to overwhelm the tank(s). Lord Rhyolith himself must die very shortly after becoming Superheated, or the damage he does will quickly overwhelm the healers and wipe your raid.
Having a few melee players (2 in 10-man, 6 or so in 25-man) is acceptable, and they should be assigned to Rhyolith's Feet. Having a higher percentage of melee players, however, will severely diminish your raid's chances to defeat the boss.
Fragments of Rhyolith should be tanked either on top of Liquid Obsidians or in melee range, close to Lord Rhyolith's Feet, thus granting the raid DPS more benefit out of the AoE damage. Melee players should be in melee range of Rhyolith at all times and DPS their assigned Feet, while also AoE fragments or Liquid Obsidians.
Whenever a DPS player is free they should help on Rhyolith's Feet, as the encounter is made considerably easier if the boss reaches 25% early.
A few Liquid Obsidians reaching the boss is not a problem, but any more than that will likely set your DPS back too much, causing you to wipe to the soft enrage.
Because of the change in Molten Armor, letting Rhyolith step on a dormant volcano is now more punishing.
Because Superheated will wipe your raid quite quickly, it is crucial to push the boss to Phase 2 as soon as possible. When the boss is down to roughly 40% health, and has around 30 stacks of armor, it may prove worthwhile to simply have everyone nuke one of his Feet and simply push him into Phase 2 that way. When entering Phase 2, all existing adds will despawn, so they are of no further concern to your raid.
Because of the high damage, every raid member should use personal defensive and survival cooldowns as well as healthstones.
While Superheated will not wipe your raid immediately in and of itself, the damage from Immolation, together with the massive damage from Concussive Stomps, will likely restrict the amount of time before you wipe to under 1m.
The encounter with Alysrazor is fought in a round arena and is made up of 4 Phases.
Phase 1 lasts 3m and sees a few raid members fly after Alysrazor to attack her while the rest of the raid deals with adds in the arena.
Phase 2 lasts 30s and requires the raid to regroup in the arena and avoid Alysrazor's damaging abilities.
Phase 3 lasts between 20 and 34s during which an immobilised Alysrazor takes 50% more damage and DPS caster have mana free casts.
Phase 4 lasts 25s during which Alysrazor is freed from her bonds and does very damaging attacks on the raid.
Once Phase 4 has finished, Phase 1 simply starts over. The fight goes on until Alysrazor is dead.
When engaged, before Phase 1 starts, Alysrazor will cast Firestorm, which knocks back everyone, dealing 22,5k fire damage initially and 7,5k fire damage every second for 10s.
At the same time, Volcanic Fire will create patches of fire to prevent players from leaving the arena. If the raid is standing too close to the entrance, some players might get knocked into it and take 100k fire damage every second.
There is plenty of time to heal the damage from Firestorm, as Phase 1 begins with about 15s of easily avoidable damage.
Phase 1
Alysrazor will mostly be in the air but she will sometimes fly low over the arena and do a conic attack. Some players will be granted the ability to fly so that they can follow Alysrazor and damage her while the rest of the raid will remain on the ground to deal with 2 types of adds.
Even though Alysrazor is flying for the entire duration of the phase, she will still use abilities that are of concern for players on the ground.
Blazing Claw is an ability which Alysrazor uses every time she flies over the arena. For the entire duration of her flyover, she deals high physical damage every 1.5s to players standing in a 25 yard long 90 degree cone in front of her. Additionally, anyone damaged by the ability receives a stacking debuff which increases fire and physical damage dealt by Alysrazor by 10% per stack, and lasts 15s.
Whenever Alysrazor is flying over the arena, casting Blazing Claw, she will drop Molten Feathers. Picking them up gives a 30% speed increase and grants the ability to cast spells while moving. Obtaining 3 such feathers eventually grants the ability to fly for 30s. In a single pass, she drops 7 to 8 feathers in 10-man and about 20 feathers in 25-man difficulty.
Approximately 35s after Alysrazor finishes her first pass over the arena, 4 Plump Lava Worms spawn. They remain stationary, cannot be attacked and continuously spew lava in an 18 yard, 35 degree cone in front of them, dealing 30k fire damage in 10-man and 37,5k fire damage in 25-man difficulty, to anyone standing in the cone. They can be killed by the Voracious Hatchlings. Another set of worms spawn after the first set is dead.
Approximately 20s after Alysrazor finishes her first pass over the arena, two Blazing Broodmothers will drop off two Molten Eggs. After 10s, the eggs will hatch into Voracious Hatchlings (15M health in 10-man and 23.6M in 25-man difficulty). Their melee attack hits for every 1.5s for approximately 15-20k in 10-man and 30-35k in 25-man difficulty.
Imprinted is a buff applied on the player closest to the hatchling when it spawns. It causes the hatchling to only attack this player and the player to do 11 times more damage on the hatchling.
Satiated is a self-buff initially applied on the hatchling that lasts 15s and that prevents him from throwing a tantrum. The only way to re-apply or refresh the buff is by getting a hatchling to eat a Plump Lava Worm.
Hungry is a self-buff applied on the hatchling when Satiated wears out. This give the hatchling a 20% chance to throw a tantrum when doing a melee attacking.
Tantrum causes the hatchling to do 50% more damage and attack 50% faster for 10s. This state can be interrupted by the hatchling becoming Satiated again.
Gushing Wound seems to have a percentage chance of being cast after every attack made by the hatchling. The percentage is rather low, as the space between two subsequent Gushing Wounds seems to be 30s in average. This ability simply leaves a DoT on anyone standing in a 10 yard 60 degree cone in front of the hatchling. The effect lasts 1m and is removed when the health of an afflicted player drops below 50%.
Every 40s, approximately, two Blazing Talon Initiates fly into the arena. One will land on the west side of the arena while the other will land on the east side. Over time, they will desynchronise and will come separately. The initiates are stationary, they can be attacked, they do not require a tank, and they use the following abilities.
Brushfire is continuously cast by the initiates. This ability, the cast of which cannot be interrupted, summons a fiery ball that moves across the arena for 1m before disappearing. Anyone standing within 3 yards of a fiery ball takes fire damage every second.
Fieroblast is cast after every cast of Brushfire and must be interrupted. Every time it is successfully cast, the initiate is buffed with a stack of Fire it Up!, increasing its casting speed and damage done by 10%. Additionally, a successful cast causes a random player to be hit for 30k fire damage initially. The random player further takes fire damage every 3s for 12s.
In the air, Alysrazor creates, every 4s, a Ring of Fire and an increasing number of Incendiary Clouds behind her.
A Ring of Fire lasts for 3s and is a few yards large. Anyone passing through it before it disappears receives a stack of Blazing Power. Each stack brings an 8% haste increase, restores a fraction of mana, rage, energy, runic power, and holy power, and resets the duration of Wings of Flame to 30s. Blazing Power stacks a maximum of 25 times. Anyone reaching that limit is buffed with Alysra's Razor which increases critical strike chance by 75% for 40s.
An Incendiary Cloud lasts 3s, is a few yards large, and deals 37,5k fire damage in 10-man and 45k fire damage in 25-man difficulty, every 1.5s to anyone standing in it.
Blazing Claw only occurs once a minute and should be watched out for when players are crossing the arena.
Lava Spew is cast by the Plump Lava Worms and should be avoided by always staying more than 18 yards away from the worms.
Gushing Wound is cast by the Voracious Hatchlings, simply never stand in front of them.
Blazing Talon Initiates will spawn fiery balls that travel throughout the arena. Do not stand within 3 yards of these balls.
Before the Voracious Hatchlings have spawned, the tanks should help with the first wave of Blazing Talon Initiates. As soon as the eggs have been dropped off in the middle of the arena, each tank should stand as close as they can to their egg so that no one else gets Imprinted. It is crucial that the tanks do not die, otherwise, the hatchlings will imprint on someone else, forcing the raid to sacrifice that player so that the tank can be imprinted again.
After the hatchlings have spawned, they need to be tanked until they die. Since there are only 4 worms to use per hatchling, the ideal times to feed them are at 80%, 60%, 40% and 20% health. When a hatchling throws a Tantrum, it can be interrupted by feeding it a worm, otherwise, it will go back to a normal state after 10s. By feeding the hatchling at regular intervals, the number of tantrums in a row are decreased and the damage from this ability is more spread out in time, making it easier to heal. Once a hatchling has been fed, it becomes Satiated again and the tank has between 15 and 20s before another tantrum.
Heavy damage only occurs when Gushing Wound is cast during a hatchling's tantrum. The tank should simply use cooldowns to survive and bring the hatchling to a worm as soon as possible. While the hatchling is eating the worm, the tank should be topped off.
The first priority of the DPS is to bring down the Blazing Talon Initiates. The DPS at ground level should be split equally in an East and a West group. The East group takes care of all the initiates that spawn on the east side of the arena while the West group takes care of all the initiates that spawn on the west side of the arena.
It is imperative to interrupt Fieroblast so that no one takes damage from it. Also the Fire it Up! stacking buff this ability gives to the initiate makes it increasingly harder to interrupt it. Note that while initiates cannot be interrupted when they cast Brushfire, they can and should be stunned, to reduce the number of fiery balls traveling around the arena.
The healers only focus during this phase should be the tanks who deal with the only source of unavoidable damage in this stage. When the tanks get the bleeding debuff from Gushing Wound, their health should be allowed to drop below 50%, so that the debuff wear out, before they can be topped off.
Anyone hit by Fieroblast will receive a DoT that can and should be dispelled.
Each healer should try to eventually pick up a feather that Alysrazor drops every time she flies over the arena. This will give them the ability to cast spells while moving, as well as a speed increase, for the entire duration of the fight.
The first time Alysrazor flies over the arena for Blazing Claw, the designated DPS should gather 3 Molten Feathers to be granted the ability to fly. Should one of these players lose the ability to fly, they can always gather another 3 feathers the next time Alysrazor flies over the arena for Blazing Claw. If the adds at ground level are dying fast, additional players can be sent in the air after Alysrazor flies over the arena for the second and third time.
In the air, all the players need to do is to follow Alysrazor and avoid the Incendiary Clouds while passing through the Rings of Fire. If in need of healing, players can simply fly down to enter the range of a healer.
At the end of the phase, the Wings of Flame buff will wear out, so everyone needs to get back to the ground level before this happens to avoid taking fall damage.
Phase 2
Phase 2 is a 30s event, at ground level, during which players need to avoid Alysrazor abilities.
Alysrazor creates a Fiery Vortex in the center of the arena. It kills anyone within 15 yards. She also casts Harsh Winds, which fills the outer part of the arena with deadly winds 37,5k fire damage every second for 5s to anyone entering the area.
The remaining space is filled with Fiery Tornadoes. Every second, they deal 30k fire damage in 10-man and 37,5k fire damage in 25-man difficulty to whoever stands within 10 yards of them.
During this stage, Alysrazor continues to spawn Rings of Fire (but on the ground this time). They last for 3s and grant a stack of Blazing Power.
Everyone needs to run around in the permitted area, avoiding the Fiery Tornadoes while trying to pass through Rings of Fire to get an increased speed buff. Speed enhancing abilities should be used as much as possible.
The tornadoes have a set traveling pattern. A method that works very well is to simply follow a tornado until you see another tornado, coming from the opposite direction, pass on your right or on your left. Then simply turn around and switch lane to follow this new tornado. Rinse and repeat.
Healers will have to occasionally heal anyone who takes damage from the tornadoes. If they have previously picked up a Molten Feather, they will have the ability to cast while moving and can continue healing normally. If they have not, they should preferably make use of spells with an instant cast time.
Phase 3
Alysrazor burns out and crashes in the middle of the arena. She gets an energy bar of Molten Power. Initially it starts empty and gradually increases. When the energy bar reaches 50, Phase 3 ends.
Alysrazor is debuffed with Burnout and takes 50% increased damage. In addition, casters recover 10% of their mana every time they damage her with a spell. This basically gives DPS casters infinite mana, while it enables the healers to regenerate their mana.
Molten Power regenerates at an innate rate of 3 Molten Power every 2s.
Approximately 10s into the phase, two Blazing Talon Clawshapers fly in to help Alysrazor. A few seconds after landing, they will start channeling Ignition, each channel restoring 1 additional Molten Power per second.
Every DPS cooldown should be used. Healers can regenerate mana by casting harmful spells on the boss.
The Blazing Talon Clawshapers land North and South of the boss position. They have so much health that DPS players should ignore them and remain on the boss. They should be stunned as soon as they land to delay their channeling of Ignition. Then, they should be interrupted as often as possible to reduce the amount of Molten Power they give Alysrazor.
Phase 4
As soon as she reaches 50 Molten Power, Alysrazor starts flying again but she remains low until she reaches 100 Molten Power. Just like Phase 3, there are only a handful of abilities to deal with.
Alysrazor is buffed with Ignited and recovers 2 Molten Power every second. While ignited, Alysrazor emits bursts of flame, dealing 7,5k fire damage in 10-man and 11,25k in 25-man difficulty, every second to all players.
Additionally, she uses Blazing Claw for the entire duration of the phase. Unlike in Phase 1, the ability is now directed at her target. Therefore, she needs to be tanked. This will do a massive amount of damage on the tank every 1.5s while also applying a stacking debuff on the tank that increases damage taken by 10% for 15s.
Everyone except the current tank should avoid standing in front of Alysrazor.
DPS should focus on the boss.
Tanks need to taunt off of each other when she reaches 75 Molten Power. They also need to use all their defensive cooldowns to survive.
Healers need to use all their defensive cooldowns to keep the tanks up while also healing the rest of the raid.
When she reaches 100 Molten Power, Alysrazor will cast Full Power. Then, Phase 1 starts over. This ability deals 37,5k fire damage in 10-man and 45k fire damage in 25-man difficulty, to all players and knocks them back.
The heroic version of the Alysrazor encounter does not differ very much from the normal version. In fact only Phase 1 presents a few additional challenges.
Phase 1 lasts 4m and 10s. During this time, 6 Voracious Hatchlings will spawn, though they have considerably less health than in normal mode. There are two Plump Lava Worms available for each Voracious Hatchling, allowing tanks to amply cover the time before the Hatchlings die.
40s after the start of the fight, and 1m and 40s after that, Alysrazor will cast Firestorm. This ability is different from the normal mode ability with the same name, and it covers the entire platform in what is essentially a fiery wind. This inflicts 85k fire damage per second for 5s to anyone not hiding behind a Molten Meteor.
A new add, called Herald of the Burning End will spawn twice before each Firestorm, and summon a Molten Meteor. The Meteor will land on the Herald, killing him.
Molten Meteors land in the center of the arena, dealing massive damage in a small radius. There are two Meteors before each Firestorm cast. They have low health and begin rolling towards one of the arena's edges. They must be killed before reaching it, and doing so will cause the Meteor to stop moving and provide cover from Firestorm. They deal large amounts of damage in their melee range, so they should be killed by ranged DPS players. If a Meteor reaches an edge, it will split into 3 smaller and unkillable Meteors which will also travel around the arena, damaging players in their path. On reaching an edge, the small Meteors despawn.
Despite these rather substiantial changes to Phase 1, the fight remains mostly unchanged in its execution. Everyone will still perform the same tasks that they do on normal mode, and have the same assignments. The only difference comes from avoiding Firestorm and handling Molten Meteors.
As Molten Meteors can only really be damaged by ranged DPS players, it should be the job of these players to kill the Meteors as soon as they appear. The closer to the center of the arena that the Meteors die, the better it is. The Meteors have extremely low health, so killing them quickly should not be problematic. Note that you only need to kill one meteor to deal with Firestorm. Therefore, you can let the other meteor break onto the walls of the arena, to save DPS. In this case, ignore the first meteor and kill the second. Doing it the other way around would cause the smaller meteor from the second meteor to be still present in the arena during Firestorm.
The third pair of meteors in Phase 1 are useless as there are only two Firestorms. Therefore, the raid can choose to simply ignore them.
When Firestorm is about to be cast, everyone should take cover behind a Molten Meteor, ensuring that Alysrazor is on the opposite side of it. The fiery winds covering the ground also indicate the direction from which the Firestorm is coming, and allow for a few seconds to take cover.
Once the 5 second Firestorm is over, everyone should resume their add killing or healing roles.
Note that after the third pair of hatchlings have spawned in Phase 1, there will be no more initiates, enabling DPS players to entirely focus on helping the tanks with the hatchlings.
Shannox is essentially a single phase encounter during which you will not only face Shannox himself, a Flamewaker with the traits of a hunter, but also his two pets, Riplimb and Rageface. The abilities of his pets and their synergy with Shannox will shape the strategy you should employ.
Shannox will become enraged and do additional damage and attack faster whenever Riplimb and Rageface are killed, and Riplimb and Rageface will become enraged when Shannox reaches 30% health. Because of the specifics of their enrage mechanics you will want to kill Rageface and Riplimb first, and survive Shannox's enrage.
Shannox
Shannox is immune to taunt. He has the following abilities.
A melee attack, which hits for about 22k damage in 10-man and 46k damage in 25-man difficulty, and occurs roughly every 2s.
Immolation Trap, Shannox will regularly fire off Immolation Traps around himself. 2s after being fired, a trap will become armed and it will detonate on contact with either a raid member or Rageface or Riplimb. On detonation, the trap will deal 65k fire damage followed by another 50k fire damage over 3s, and it will increase its target's damage taken by 40% for 9s. The trap is not AoE and will only affect the player or dog who has triggered its detonation.
Crystal Prison Trap, Shannox will regularly fire off Crystal Prison Traps around himself. 2s after being fired, a trap will become armed and it will detonate on contact with either a raid member, Rageface or Riplimb. On detonation, the trap will encase its target in a Crystal Prison. The block can be damaged and destroyed, which will free its target. The Crystal Prison has 600k health in 10-man and 950k health in 25-man difficulty. When Rageface and Riplimb become trapped in a Crystal Prison, the prison will damage itself entirely over 10s.
Arcing Slash, every 10-15s, Shannox performs a cleaving attack with his spear in a wide conic area in front of him. In addition to the cleave damage, Shannox also applies Jagged Tear on his main aggro target.
Jagged Tear, places a bleed on the main aggro target whenever Shannox peforms an Arcing Slash. The bleed ticks for 2,5k physical damage every 3s for 30s, and stacks if the same player is targeted multiple times, thus requiring a tank swap.
Hurl Spear, Shannox throws his spear at a target location, indicated by a red circle on the ground. The spear deals a high amount of physical damage to enemies within 3 yards of the location and 50k fire damage to everyone within 50 yards. It then causes the ground around it to erupt in fiery explosions in a spiraling pattern clearly indicated by small fire marks. Both the initial location as well as the explosions should be avoided. Shannox's spear is then returned to him by Riplimb. While he misses his spear, Shannox cannot perform Arcing Slash.
Magma Rapture, after Riplimb is killed, Shannox performs an ability similar to Hurl Spear. He no longer throws his spear at a target location, but instead he drives it into the ground, inflicting 42,5k fire damage and increasing fire damage taken by all players by 40% for 1m. The fire damage increase stacks. Magma Rapture causes the same kind of fiery explosions as Hurl Spear. Shannox casts this every 15s.
Frenzy, Shannox becomes enraged when Riplimb and Rageface are killed, gaining 30% increased damage and attack speed for each of his pets.
Separation Anxiety whenever Shannox is more than 60 yards away from either of his two pets, both himself and the respective pet will gain a 100% attack damage and attack speed increase.
Riplimb
Riplimb has a normal aggro table, but is immune to taunt. He has the following abilities.
A melee attack, which hits for about 15k damage in 10-man and 25k damage in 25-man difficulty, and occurs roughly every 2s.
Limb Rip, every 8-10s, Riplimb deals a moderate amount of damage to his main aggro target, and more importantly, applies Jagged Tear to them as well.
Frenzied Devotion, if Riplimb is alive to witness Shannox reaching 30% health, he goes into a frenzy, increasing damage done by 400% and attack speed by 200%.
Wary, after Riplimb is affected by one of Shannox traps, he gains this buff. For the next 25s, it grants Riplimb immunity against all traps.
Rageface
Rageface cannot be tanked and will run around targeting random raid members. He has the following abilities.
A melee attack, which hits for about 18k damage in both 10-man and 25-man difficulty, and occurs roughly every 2s.
Face Rage, makes Rageface focus on a target, stun them and deal 7k physical damage to them every 0.5s, which increases over time. Rageface will continue this until he is damaged for at least 30k damage in 10-man or 45k damage in 25-man difficulty in a single hit. This is made considerably easier by the fact that, while Face Raging, all attacks made against Rageface will be critical hits.
Frenzied Devotion, if Riplimb is alive to witness Shannox reaching 30% health, he goes into a frenzy, increasing damage done by 400% and attack speed by 200%.
Wary, after Rageface is affected by one of Shannox traps, he gains this buff. For the next 25s, it grants Riplimb immunity against all traps.
The strategy for the Shannox encounter is fairly simple. Your execution of the fight is based on your goal, bring Shannox close to 30% health, kill Rageface and Riplimb and then nuke down Shannox.
The main difficulty in avoiding the traps resides in noticing them. They are small and resemble Hunter's traps, which makes it easy to miss them or mistake them for something harmless.
Your raid can have one tank on Shannox and one tank on Riplimb. Obviously, in this situation, Jagged Tear will continue to stack on both tanks indefinitely. To counter this problem, your raid should attempt to delay Riplimb return to Shannox after a Hurl Spear as much as possible to allow the stacks to drop on both tanks. While Riplimb is returning the spear, he does not cast Limb Rip, and therefore does not apply Jagged Tear on his tank. The same applies to Shannox who, without his spear, cannot cast Arcing Slash, the attack that applies Jagged Tear on his tank.
Riplimb appears to be susceptible to some slowing effects, which should be used. Additionally, your Riplimb tank should position himself in such a way that, when running towards the spear, or back to Shannox with the spear, Riplimb will trigger a Crystal Prison Trap. This is not always possible, due to the Wary buff, which might be triggered by accidentally having Riplimb step on a trap, but should be attempted nonetheless.
Tanks will have to keep Separation Anxiety in mind when positioning themselves, as forcing a distance greater than 60 yards between Shannox and Riplimb will cause both of them to become enraged and most likely wipe your raid.
In either case, the damage from Jagged Tear is rather lenient, and healing should only start posing problems when tanks reach around 10 stacks.
Shannox should be faced away from the raid so that no one else is damaged by Arcing Slash.
All raid members should avoid both Immolation Traps and Crystal Prison Traps. If any member becomes entrapped in a Crystal Prison, they should quickly be freed (by destroying the prison). In addition to this, whenever Hurl Spear occurs, everyone should be careful not to be in range of the target location or subsequent explosions.
Rageface cannot be tanked, and his targets should simply be healed. Whenever Rageface targets a raid member, he should be attacked so that he abandons his target.
As Rageface and Riplimb are both susceptible to Immolation and Crystal Prison Traps, you should try to engineer ways for them to be affected by traps as much as possible. Crystal Prison Traps will give your healers a respite as it takes the pets around 10s to escape the trap, while Immolation Traps will provide a substantial DPS increase. In addition to this, having traps triggered by either pet will cause the trap to disappear and will reduce the chance of your raiders triggering them instead.
One hard hitting ranged DPS in 10-man and 3-6 in 25-man difficulty should be assigned to DPS Rageface at all times. This will not only ensure even DPS on all targets, but also that his Face Rage will be interrupted very rapidly.
The rate at which you lower the targets does not matter greatly, but your raid should aim to stop DPS on Shannox around 35% health, and prepare to finish off both pets. They should die as close together as possible. Once they are dead, Shannox will become enraged and attack much faster and harder.
Once both Rageface and Riplimb have been killed, your entire raid should focus their attention and DPS on Shannox. He will be doing 60% more damage and attacking 60% faster. This is where tank and healer cooldowns should be used.
As each Magma Rapture will deal fire damage to the raid and greatly increase fire damage taken. He casts this ability once every 15s, and your raid will be able to survive around 4 or 5 of these before getting one shot. The fiery explosions caused by Magma Rapture should be avoided by everyone.
Shannox will continue to place traps, which should be avoided now more than ever.
It is especially important to pay attention to tank health when a Magma Rapture is about to be cast, as the damage from it coupled with Jagged Tear ticks and boss melee attacks can result in huge bursts of damage.
Neither Riplimb nor Rageface can be killed. Riplimb comes back to life with full health, 30s after dying, while Rageface has an enormous health pool.
Frenzied Devotion, the enrage that Riplimb and Rageface gain when Shannox reaches 30% health in normal mode, is not present in heroic mode. Both Riplimb and Rageface gain a stacking buff, Feeding Frenzy, each time they perform a successful attack. Feeding Frenzy increases their damage done by 5% per stack and lasts 20s.
Shannox no longer casts Magma Rapture.
Overall, these changes make the fight easier in its execution, and remove the soft enrage mechanics of the last phase, making the encounter truly the same from start to finish.
Whereas in the normal mode version, trapping Rageface in Crystal Prison Traps was entirely optional, and trapping Riplimb was very useful, in heroic mode, it is mandatory that both pets be trapped regularly. The chief motivation for this is resetting their stacks of Feeding Frenzy, which can only be done by preventing them from meleeing anyone for 20s. Obviously, in the case of Riplimb, it also serves the purpose of resetting Jagged Tear stacks on the tanks.
In both 10-man and 25-man difficulty, you will want to utilize 2 tanks and have one tank on Shannox and the other on Riplimb.
It is important to note that Rageface will focus on the player who broke his Face Rage, and attack that player for some time.
Lastly, it is important to note that Riplimb is immune to traps while running back to Shannox with his spear, so any trapping of him to delay him returning Shannox spear must be done when Riplimb runs to the Hurl Spear location.
Trapping Riplimb is the exclusive task of the Riplimb tank. Because Riplimb is immune to traps while he is carrying the spear, the tank should move Riplimb onto a Crystal Prison Trap before he has a chance to pick up Shannox spear. The time it takes Riplimb to break out of the trap, grab the spear and return it to Shannox should be sufficient to reset his stacks of Feeding Frenzy as well as Jagged Tear stacks on both tanks.
Trapping Rageface is a task in which the entire raid will have to participate. One ranged DPS should be assigned to DPS Rageface at all times. This will ensure that Face Rage is broken promptly. Additionally, a backup player will need to be assigned. This backup player will DPS Shannox, but will quickly switch to Rageface to break Face Rage if the player assigned to breaking Face Rage normally is the one targeted.
Because Rageface attacks targets at random and cannot be tanked, the entire raid is responsible for ensuring that Rageface does not trigger Immolation Traps and that he triggers Crystal Prison Traps when needed.
The timing for trapping the dogs is one of the more delicate aspects of the fight. Your raid will have to alternate which of Riplimb and Rageface they trap at which time, as there are not enough Crystal Prison Traps to have both dogs trapped freely. Essentially, you will want to trap the two dogs in an alternating fashion.
The heroic mode of this encounter actually simplifies the fight, compared to normal mode. Your raid will no longer DPS Riplimb at all, as damaging him is totally useless. Rageface will also only take minimal damage, and the bulk of your DPS will be focused on Shannox himself.
Finally, your entire raid should attempt to get as much distance as possible from the Crystal Prison Trap in which Rageface is encased, so that when he breaks out, he will have to run a great distance to his first target, allowing for Feeding Frenzy to wear out.
Baleroc is a single phase fight, where you will not have to deal with any types of adds.
The boss will constantly increase the health of his main aggro target, while also increasing his own damage dealt, to a point where a 5M health pool on your tank will not be uncommon. There are some interesting mechanics which enable your healers to have the required output to heal the tank, and the DPS will have to perform some tasks to enable the healers to do this.
Blaze of Glory, roughly every 10s, Baleroc will increase the tank maximum health by 20% as well as their physical damage taken by 20%. This is a stacking debuff on the tank, which cannot be dispelled and does not have a duration. While the fight is in progress, the debuff persists through death, so that a tank who gets resurrected during combat will not lose their stacks.
Incendiary Soul, each time Baleroc casts Blaze of Glory, he also applies Incendiary Soul to himself, increasing his own fire damage done by 20%. It is a stacking buff on the boss.
Inferno Blade, every 60s, Baleroc will infuse his weapon with fire for 15s. He no longer performs melee attacks, but instead uses Inferno Strike, causing roughly 75k fire damage. This damage is increased by Incendiary Soul.
Decimation Blade, every 60s, Baleroc will infuse his weapon with shadow for 15s. He no longer performs melee attacks, but instead uses Decimating Strike, dealing 90% of the tank's health as shadow damage. This damage will be at least 190k, it cannot be resisted or mitigated. While Decimation Blade is active, Baleroc's attack speed is reduced by 50%. In addition to this, Decimating Strike also reduces the healing done by the target by 90% for 4s.
Shards of Torment, roughly every 30s, Baleroc will summon a Shard of Torment in 10-man and two in 25-man difficulty. Existing Shards despawn about 5s before new Shards are cast. Shards of Torment are stationary and unattackable. They cast Torment on the player nearest to them within 15 yards, which inflicts 3k shadow damage per second to them, and stacks each second. The Torment debuff is undispellable and lasts 2s.
Tormented, a debuff applied to a player whose stacks of Torment wore off. It increases shadow damage taken by 250% and reduces healing done by 50%, for 40s in 10-man and 60s in 25-man difficulty.
Wave of Torment, a raid wide shadow damage ability caused if no player is within 15 yards of a Shard of Torment. It will essentially wipe your raid.
Vital Spark, each time a healer heals a raid member affected by Torment, the respective healer will gain a stack of Vital Spark. Healers gain one stack of Vital Spark for every 3 stacks of Torment on their target. This buff has a 60s duration, and is refreshed each time a new stack is gained.
Vital Flame, when a healer with stacks of Vital Spark heals a player affected by Blaze of Glory, their stacks of Vital Spark will be consumed, and turned into Vital Flame. Vital Flame is a buff which lasts for 15s and increases the player's healing done, on targets affected by Blaze of Glory, by 5% for each stack of Vital Spark consumed. When the effect ends, the Vital Spark stacks are restored.
Essentially, for the entire duration of the fight, Baleroc will continuously increase the maximum health and physical damage taken of the tank, while increasing his own fire damage done.
To keep up with the high health pool of the tanks, healers will need to stack Vital Spark, by healing players affected by Torment. Keep in mind that someone must always be within 15 yards of a Shard of Torment, or else the raid will wipe due to Wave of Torment.
Healers will need to take turns healing players affected with Torment in order to build stacks of Vital Spark, and then switch to healing the tank. The rotation should be such that a healer with higher Vital Spark stacks will always replace a tank healer, so that they can be properly healed through the increasing damage.
Because of the negative effects of Tormented, neither healers nor tanks will ever want to be targeted by a Shard of Torment. Indeed, it is only the DPS players who should be taking the damage caused by Shards of Torment.
Raids can use a single tank on this encounter, though using two tanks may make dealing with some mechanics easier.
In the case of a single tank, the fight is rather simple. The tank will simply hold on to Baleroc for the entire duration of the encounter and must be healed through all damage that he receives.
Less experienced or less geared raids should use two tanks. The idea is to have one tank receive only enough stacks of Blaze of Glory to be able to survive Decimation Blade, while the other tank should take all the remaining stacks. This will require much less healing, overall, and will make the fight easier for your healers.
The strategy resulting from this is that the Decimation Blade tank will taunt the boss as Decimation Blade is cast, and will only take 250k damage, or slightly more, each swing. The rest of the time, the other tank will take the boss, increasing his stacks of Blaze of Glory and having the required health to survive the boss Inferno Blade damage.
The only issue here is that, sometimes, Baleroc will apply stacks of Blaze of Glory to the Decimation Blade tank, and thus, gradually, the damage taken by that tank will increase. This will, additionally, cause the issue that the other tank will have fewer overall stacks of Blaze of Glory, meaning that the Inferno Blade damage will make up a greater percentage of their health.
When Baleroc casts Inferno Blade and Decimation Blade, the tank should simply be healed. The fire damage from Inferno Blade can be mitigated, so the tank should use some personal defensive cooldowns at this point. As Inferno Blade is cast once a minute, cooldown alternation should not be problematic.
Healers will want to make sure that they are never targeted by Torment, as otherwise the 50% healing reduction will prove disastrous.
As you know by now, the tank's health pool and damage taken is in constant increase throughout the fight. To counteract this damage, healers will also need to build Vital Spark stacks continuously. However, because one cannot gain new stacks of Vital Spark while Vital Flame is active, healers will need to rotate who is healing the tank and who is building stacks of Vital Spark.
A tank healer can only keep up with the increasing tank damage for a certain time, as they are not able to gain new stacks Vital Spark while tank healing. At some point, this tank healer will have to be replaced by one of the healers who has, up to this point, been stacking Vital Spark. Ideally, the healer with the highest number of Vital Spark stacks should switch to tank healing.
When this switch happens, the previous tank healer should heal players affected by Torment, so that he may gain more stacks of Vital Spark.
DPS players have a rather simple job, but precision is required sometimes, in their movement. They will simply DPS Baleroc for the entire duration of the fight. In addition to this, it is their duty to soak the damage from Shards of Torment. To be targeted by a Shard of Torment, a player must simply be the closest player to that shard.
All DPS players in both 10-man and 25-man difficulty will need to engage in this rotation. Remember, that the duration of Tormented is extended to 1m in 25-man difficulty (as opposed to 40s in 10-man) and that there are 2 shards in 25-man (as opposed to only 1 in 10-man). The easiest way to perform the rotation is simply to have a player, with raid frames properly configured to show the Tormented debuff on raid members, tell who is next to soak a given shard.
Once a player is being damaged by Torment, the debuff will stack on them at a rate of 1 stack per second. This will increase their damage taken, to the point where they will become unhealable. Before this happens, the affected player should be replaced by having them move away, while another player moves in.
The idea is to set up a rotation, where the affected player always gets replaced by someone without stacks of Torment, or the Tormented debuff, all the while ensuring that someone is within 15 yards of a Shard of Torment, so that the raid does not wipe from Wave of Torment.
Players who know they are about to take over in the rotation should already be in place, close enough to the Shard (within 15 yards) and ready to move in when needed.
DPS players should aim to reach 12 stacks of Torment before moving away from a Shard. If low on health, the targeted player should move away sooner. Similarly, a player can remain under the effects of Torment for longer if they have a lot of health or can use a damage reducing cooldown. The more stacks of Torment that a player has, the more stacks of Vital Sparks the healers will gain from healing them.
The heroic mode of Baleroc is a true test of your raid's DPS. It is a brutal gear check, during which you will most likely reach the hard enrage timer.
If a player affected by Tormented comes in melee contact with another player, the debuff will spread, with a full duration.
Baleroc gains a new ability, called Countdown. This links two random raid members together, and if after 8s the two players have not come within 4 yards of each other, they will explode for over 85k fire damage each to everyone within 100 yards, essentially wiping the raid.
The Tormented debuff now increases shadow damage taken by 500%.
In 25-man difficulty, a stack of Vital Spark is gained for every 5 stacks of Torment on the target, up from 3 on normal mode.
Because the encounter is a massive DPS race, you will want to drop down to a single tank, for both 10-man and 25-man difficulty. Additionally, you should reduce the amount of healers to 2 in 10-man and 4 or, at most, 5 in 25-man difficulty.
The fact that Tormented spreads to other players means your raid will have to be extremely careful with movement. While this would, perhaps, not be that problematic in itself, your raid will have to contend with Countdown. If one of the two players linked by Countdown is Tormented, it will be very difficult to avoid spreading Tormented to the other player, although it is possible with excellent coordination and latency.
A designated area for ranged DPS players and healers affected by Tormented. This should be wide enough, and placed at the back of the raid group, allowing them to enter it freely or to rejoin the raid group without coming in contact with other players.
A designated area for where players linked by Countdown should meet. This area should be located between the ranged group(s) and the melee group, and should be free of other players.
Two ranged groups (including healers). These should be located between the Countdown area and the Tormented area. The Shards of Torment which spawn at range will spawn on one of these two groups, allowing the players in the other group to remain still and continue DPS.
Melee players should be located behind the boss, and should spread out accordingly so as not to transmit the Tormented debuff among themselves.
The fight will play very similarly to its normal mode counterpart. Player rotations for soaking Shards of Torment should be used. Whenever a ranged player receives the Tormented debuff, he or she should move to the Tormented area, and make sure to be away from any other players.
When someone's Tormented debuff runs out, they should return to one of the ranged groups.
Players linked by Countdown should come together before the 8s duration wears out, and should do so without coming in contact with Tormented players, or with any players should they themselves be Tormented.
In order to maximise healer stacks of Vital Spark, players should attempt to survive as many stacks of Torment as possible. Many DPS classes have damage reduction cooldowns which they should use during this time.
Because of the boss very large health pool, coupled with the low enrage timer, it is very likely that the boss will become enraged before dying. Do not worry, however, as the enrage will not instantly wipe your raid.
Baleroc's damage done will be buffed significantly, to the point where he will be one shotting everyone he attacks. Fortunately, as he is running from player to player, this will allow you quite a lot of time to finish him off.
Keep in mind, however, that Wave of Torment will very promptly wipe your raid, so even after the boss becomes enraged, you must make sure that there is always someone within 15 yards of Shards of Torment.
The Majordomo Staghelm encounter is unique, in the sense that Staghelm will adapt his mechanics to your raid's actions. Majordomo Staghelm will switch between his Scorpion Form, Cat Form and his Human Form based on your raid's positioning.
Staghelm will switch to Scorpion Form when at least 7 in 10-man or 18 in 25-man difficulty raid members are stacked together.
Staghelm will switch to Cat Form when the above minimum numbers of stacked raid members are not met.
Staghelm will switch to Human Form briefly on every third form switch.
It is not possible for your raid to keep Staghelm in a single form for the entire duration of the fight, as while in a given form, he will use his damaging abilities increasingly often until he switches out of the form.
At the same time, each time Staghelm switches between forms, he gains another stack of a buff which increases his damage. Thus, the fight has a permanent soft enrage mechanic which will end up wiping your raid.
Your raid will need to find a balance between the amount of time you should keep Staghelm in a single form and how many times you can allow him to change forms.
While in Scorpion Form and Cat Form, Majordomo Staghelm has an energy bar. It starts out empty, and increases over time up to its maximum capacity of 100. The base amount of time for his energy bar to fill up is 20s.
Fury is a stacking buff which Staghelm gains each time he switches to Scorpion Form or Cat Form, which increases the damage of his abilities by 8% per stack. The implication of this is that Staghelm will do more damage if he is forced to switch forms often, and it acts as a soft enrage mechanic to the encounter.
Adrenaline is a stacking buff which Staghelm gains each time he uses an ability within Cat Form or Scorpion Form, which increases his energy regeneration rate by 20% per stack. This buff disappears when Staghelm switches out of his current form. The implication of this is that the longer Staghelm remains in a single form, the quicker his energy will regenerate and thus the more often he will get to use his abilities.
Cat Form
Majordomo Staghelm has a melee attack, which hits for about 20k damage in 10-man and 25k damage in 25-man difficulty. He performs this attack roughly once every 2s.
Whenever he reaches 100 energy, Staghelm will perform Leaping Flames, pouncing on a random raid member and dealing damage to them and leaving a fiery void zone on the ground which lasts for 1m.
Each time Staghelm performs Leaping Flames, a copy of himself, called Spirit of the Flame, will spawn at the boss original location. These adds have low health and have no mechanics, but they do melee quite hard. As a rule, they should be killed with priority by your raid.
Every cast of Leaping Flames awards Staghelm another stack of Adrenaline, causing the interval to the next Leaping Flames to further decrease.
Scorpion Form
Majordomo Staghelm has a melee attack, which hits for about 20k damage in 10-man and 25k damage in 25-man difficulty. He performs this attack roughly once every 2s.
Whenever he reaches 100 energy, Staghelm will perform Flame Scythe. Flame Scythe deals a large amount of damage (560k in 10-man and 1,700k in 25-man difficulty) split among all enemies in a cone in front of Staghelm.
Every cast of Flame Scythe awards Staghelm another stack of Adrenaline, causing the interval to the next Flame Scythe to further decrease.
Human Form
Every third transformation, Majordomo Staghelm will briefly enter his Human Form. While in Human Form, he will incapacitate all raid members for 3s through Fiery Cyclone, after which he will cast one of two abilities.
If Majordomo Staghelm has switched from Cat Form, he will cast Searing Seeds.
If Majordomo Staghelm has switched from Scorpion Form, he will cast Burning Orbs.
Searing Seeds places a debuff on a number of raid members. This debuff has a random duration for each raid member, at the end of which the raid member will explode and deal 50k fire damage to all allies within 12 yards. Because the durations are different for each player, the debuff will run out at different times on each of the afflicted players, so everyone needs to be mindful of their own debuff.
Burning Orbs summons 2 large, stationary fiery orbs around the room in 10-man and 5 orbs in 25-man difficulty. These persist for 1m and deal damage to the player nearest to them with their only ability, Burning Orb. They inflict a 6s DoT on the player, dealing 4k fire damage every 2s, and stacking infinitely. Players will need to regularly rotate who is nearest to the orb so that stacks do not reach excessive numbers.
The Majordomo Staghelm encounter ramps up in difficulty continually until either he or your raid is dead. Having Staghelm shift between his forms grants him a stack of Fury each time, meaning that too many shifts will cause him to do too much damage for your raid.
At the same time, keeping Staghelm in a single phase for too long will cause his stacks of Adrenaline to allow him to basically spam his abilities, thus wiping your raid.
This means that you cannot delay form switches too long, nor can you avoid them entirely, and as the fight goes on, you will be able to spend less and less time in either form.
It must be reminded here that his Human Form is a temporary form in which you cannot force him to remain. The main forms you will have to deal with are Cat Form and Scorpion Form.
Your goal during Cat Form is to have your ranged raid members and healers spread out around the center of the arena, DPS Majordomo Staghelm and Spirit of the Flame adds, while avoiding any damage from the void zones left behind by Leaping Flames.
The Leaping Flames void zones deal extreme amounts of damage and will prove fatal to anyone standing within them for more than a few seconds. Players standing next to a Leaping Flames void zone should aim to be as close to it as possible, so that if they are targeted by another Leaping Flames, the two void zones will overlap and take up less space.
Your tank should be prepared to pick up Spirits of Flame as they spawn, and tank them. They melee fairly hard, and more than two alive at one time will cause a strain on your healers and tanks, so DPS should be prepared to kill them. Because they have very little health, this should not be a problem.
After a while, as the boss uses Leaping Flames more often, his stacks of Adrenaline will increase, causing him to perform his ability with much greater frequency. This will not only cause more damage to raid members but will also cause your raid to become overwhelmed with Spirits of Flame. Moreover, the short intervals between Leaping Flames will make it impossible for your raid to stack up all at once and avoid any casts of Leaping Flames in melee range. At this time, your raid should stack up and force Staghelm to switch to Scorpion Form.
When stacking up to force a Scorpion Form, your raid members should be prepared to do so together, in as coordinated fashion as possible, closely following a Leaping Flames cast. The reason for this is that if a number of players are in his melee range while others are still moving in, and the boss has no yet switched to Scorpion Form, the next Leaping Flames can be cast on someone in his melee range and can wipe your raid.
Your goal during Scorpion Form is to have your entire raid stacked together in front of the boss. This will ensure that Flame Scythe damage is properly distributed among your raid, making it healable.
If your entire raid is stacked in front of the boss, without any stacks of Fury, Flame Scythe will deal 75k damage to each raid member in 10-man and 90k damage to each raid member in 25-man difficulty. Naturally, after Staghelm has switched form a few times, the damage will be increased because of Fury stacks.
Once you find the frequency between his attacks to become too great a strain on your healers, it is time to spread out, thus forcing him to switch to Cat Form.
Players running out with Searing Seeds should pay special attention not to have their seed detonated in proximity to a player who is running back to the boss.
As Burning Orb target the nearest player, stacking its damaging effect on them, it is advised that pairs of players are prepared to switch places so that the stacks do not reach excessive amounts on a single player.
There is one notable difference from normal mode, the existence of a Concentration Bar. This is an encounter specific resource.
The Concentration Bar starts out empty, and has a maximum capacity of 100 points. It increases at a steady rate and takes 20s to reach maximum capacity. Any damage taken resets the bar back to 0. The player receives an increase to their damage and healing done, depending on how much concentration they have.
The Concentration resource does not simply make the fight easier - it is sorely needed for the raid to be able to overcome Staghelm's colossal health pool.
The differences in strategy for this encounter are based on having as many of your DPS players safe from any damage for as long as possible, so as to maximize the damage buff from Concentration.
Correct handling of Scorpion Form is the most pivotal point in a successful kill. Your raid's aim is to go through Scorpion Phases with as few players getting hit by Flame Scythe as possible.
Whenever Flame Scythe damages fewer than 7 players (regardless of raid size), Staghelm will instantly regain 50 energy.
The easiest and most efficient way to handle this phase is to have Staghelm switch out of Scorpion Form before he reaches 100 Adrenaline, each time, thus avoiding any Flame Scythes from being cast.
Majordomo Staghelm chooses to leap on healers and ranged DPS regardless of whether they are in melee range or not, and as a leap in melee is basically an instant wipe, you cannot have ranged DPS or healers staying there to avoid being damaged.
Depending on how far away from Staghelm you are when he begins a leap, it is possible to avoid the damage entirely by running away before he lands on your location. If he is close to you, the travel time will be lower and you will not have a chance to react.
To increase the chances that you will not be hit, you can simply move preemptively, each time the boss reaches 100 Adrenaline. Make sure, however, that you are running to a location where no one else is standing, as otherwise you have the same chance of being hit by Leaping Flames.
Melee DPS will find that they can retain this Concentration at maximum level for the entire phase, as there is no damage in melee range.
The Ragnaros encounter is a complex fight, split into three phases, separated by two transitional phases.
Phase 1 lasts from 100% to 70% of Ragnaros health.
First Transition Phase lasts until all the adds spawned during it are dead, but no longer than 45s.
Phase 2 lasts from the end of the First Transition Phase until Ragnaros has 40% health.
Second Transition Phase lasts until all Sons of Flame are dead, but no longer than 45s.
Phase 3 lasts from the end of the Second Transition Phase until the boss reaches 10% health, at which point he is defeated.
Ragnaros is stationary for the entire duration of the encounter, and there is a mechanic in place which punishes your raid gravely if Ragnaros main aggro target is not in his melee range.
Phase 1
A melee attack, which hits for around 33k damage, in both 10-man and 25-man difficulty. Ragnaros performs this attack roughly every 2s, and retains it throughout Phases 2 and 3.
Sulfuras Smash, Ragnaros smashes his hammer, Sulfuras, on the platform at a location indicated by a fiery ground effect. Anyone who is in the area when the hammer lands will be killed. Following the smash, three Lava Waves spawn and travel in different directions from their original location. Anyone who is touched by a Lava Wave will take massive damage and most likely die. In addition to the initial damage, Lava Wave also places a DoT effect on the affected player, dealing additional damage each second. This DoT can be dispelled. Ragnaros casts this ability roughly every 40s.
Wrath of Ragnaros, Ragnaros targets one player in 10-man and 3 players in 25-man difficulty, damages them for a moderate amount of damage and knocks them and any allies within 6 yards up.
Hand of Ragnaros, Ragnaros knocks back all players within 55 yards of him and deals a moderate amount of damage to them. Ragnaros casts this ability roughly every 25s, though this can sometimes vary by a fair amount.
Magma Trap, Ragnaros launches a Magma Trap at a random player's location. The trap travels through the air and then reaches its location, dealing a large amount of damage and knocking back any players within 8 yards of it. The trap then persists on the ground for the entire duration of the encounter, or until it is detonated. Ragnaros casts this ability roughly every 25s.
Magma Trap Eruption, this effect is caused by a player stepping on an active Magma Trap. It will deal a large amount of fire damage to the entire raid, as well as throw the player who triggered the trap up into the air. The player will then take fall damage. This will cause the trap to disappear.
Magma Blast, Ragnaros inflicts a large amount of fire damage to his main aggro target if he is not in range to melee them, and also increases their fire damage taken.
Burning Wound, a stacking debuff placed by Ragnaros on his main aggro target. It deals around 4,5k fire damage every 2s, its duration is 20s and it stacks roughly every 5s. Simply use two tanks to swap the boss between them when stacks get too high. Players affected by Burning Wound also deal extra damage through Burning Blast.
Burning Blast, causes targets affected by Burning Wound (so, tanks) to deal extra fire damage for each stack of Burning Wound that they have.
Splitting Blow, at the end of the phase, Ragnaros will smash his hammer on the platform. This not only marks the end of the phase, but also plays an important role during the First Transition Phase. The location where the hammer will strike is indicated by a clearly visible ground effect. This ability has an 8s cast time, so there is ample time to avoid the hammer.
Keep casters and healers outside of a 55 yard range of Ragnaros, in order to avoid the knockback from Hand of Ragnaros interrupting them. Casters can continue to perform attacks, while healers can still heal melee players and tanks, because the massive hit box of the boss enables them to attack Ragnaros from some distance away.
Keep everyone spread out at least 6 yards apart to avoid Wrath of Ragnaros causing any collateral damage.
Melee DPS as well as the tanks should stay as far away from Ragnaros as possible. This way, the healers will be able to stand 55 yards or more away from Ragnaros and still heal them.
As a preliminary mention, because of Burning Wound, your two tanks will have to taunt the boss off of each other in order to allow for the stacks to drop off. Tanks should be taunted off of when they reach around 4-5 stacks.
Sulfuras Smash, will cause Ragnaros to face a random raid member and after a few seconds, smash the platform with his hammer. The targeted area is indicated by fire on the ground. Anyone caught in the impact zone will be instantly killed, so naturally, players will need to avoid it. In addition to this, the impact zone will continue to deal fatal damage to anyone who moves there, for around 10s after the Smash occurs.
The three subsequent Lava Waves, which travel outwards from the impact zone, left, right and back, must be avoided. All raid members, including the tank, will need to position themselves in the gaps that form between them. Failing to do so will likely result in massive damage taken, as well as an uncomfortable knockback. The resulting DoT should be dispelled immediately by the healers.
Magma Traps will have to be manually detonated by designated raid members, as otherwise they persist indefinitely and would severely limit your raid's movement space.
Once your raid can avoid Sulfuras Smash and trigger Magma Traps accordingly, the rest of the phase simply requires that your healers can keep up with the various sources of unavoidable damage.
Once Ragnaros reaches 70% health, he will cast Splitting Blow, planting Sulfuras on the platform and submerging. This marks the end of Phase 1, and the start of the First Transition Phase.
First Transition Phase
Ragnaros will disappear as he submerges in the lava, where he will remain until the end of the phase. Fiery effects on the ground indicate the locations where adds are about to spawn. These adds, called Sons of Flame will spawn at varying locations from Sulfuras and will ignore all aggro while trying to make their way to it. Your raid must kill them before they reach the hammer, as this will deal a massive amount of raid damage.
Supernova, this is a massive raid wide damaging ability which is triggered whenever a Son of Flame reaches Sulfuras.
Lava Bolt is the only source of unavoidable damage. Ragnaros will simply deal fire damage to random raid members.
The entire point of this phase is to kill the Sons of Flame before they reach Sulfuras. If your raid fails to stop any Son of Flame, healers will need to use any available cooldowns at their disposal to prevent raid members from dying, though this will be very difficult.
The tricky part is that the Sons travel very quickly when they have full health, and their speed decreases as they are damaged. Therefore, your DPS needs to be split wisely among them so that no Son remains at full or high health for long.
In addition to dealing with the Sons of Flame, your raid members will want to avoid getting too close to Sulfuras, and of course, your healers will want to heal the random raid damage from Lava Bolt.
When all the 8 Sons of Flame are dead, the phase will end and Ragnaros will re-emerge, starting Phase 2. Note that if 45s from the start of the phase have passed, Ragnaros will re-emerge and trigger Phase 2 even if there are Sons of Flame still alive.
Phase 2
This phase is more complicated than Phase 1, and will put a greater strain on everyone to perform properly.
Ragnaros retains the following abilities from Phase 1: Sulfuras Smash, Magma Blast, Splitting Blow and Burning Wound.
Engulfing Flame, Ragnaros will choose a third of his platform to engulf in fire. For this purpose, the platform is divided in three slices, from Ragnaros position towards the exterior. Players in the affected part of the platform must move away immediately to avoid taking massive amounts of damage. Ragnaros will cast this ability roughly every 60s, though this can vary mildly.
Molten Seed, Ragnaros places a Molten Seed at the feet of 10 players in 10-man and 20 players in 25-man difficulty. This causes 41k fire damage to all allies within 6 yards. Ragnaros will cast this ability exactly every 60s.
Molten Inferno, the locations where the Molten Seeds were placed will explode, dealing 100k fire damage to all raid members. This damage decreases the farther away from the Molten Inferno the player is. In addition to this, each explosion will spawn a Molten Elemental.
Molten Elementals are adds spawned by the explosions resulting from Molten Seeds. These adds do not have normal aggro tables, and instead fixate on random raid members. They have low health and they do not melee hard.
The strategy for Phase 2 is more complicated than that for Phase 1, and will require very good awareness and reaction from your raid. There are three important things to watch out for here: Sulfuras Smash, Molten Seed and Engulfing Flame.
Make sure no one is standing within 6 yards of a player who is about to be affected by Molten Seeds.
After the Molten Seeds have been cast, have the raid stack up as far away as possible from the locations of all the Molten Seeds.
In other words, you want your raid to spread out at least 6 yards apart, in as small an area as possible. Once the Seeds have been cast, everyone needs to stack together in a position as far away from all the Molten Seeds locations.
Your tank needs to remain in melee range of Ragnaros, so your stacking position should be, in melee range. As you do not want your tank's Molten Seed too close to the stacking location, your tank should move to the side of the boss, wait for Molten Seeds, and then move to a central location.
After the seeds have been cast, your raid should move to the designated stacking location. Once the Molten Infernos explode, your raid should remain stacked, so that all the resulting Molten Elementals will come together and be easily killed by AoE damage.
The trickiest part of this phase is when Molten Seeds are followed shortly by Sulfuras Smash. This appears to happen every other Molten Seed cast, and if your DPS is within normal values, it should only happen once. When this happens, your raid should stack up especially close to Ragnaros. This will ensure that no one is hit by Sulfuras Smash, and that the resulting Lava Waves do not damage anyone.
Finally, your raid will have to contend with Engulfing Flame. As described above, this will cover a third of the room in flames, and anyone standing in the flames will take severe damage.
Second Transition Phase
In addition to all the First Transition Phase abilities and mechanics, your raid will have to deal with two Lava Scions. They have relatively high health, and melee for a moderate amount.
Blazing Heat is a debuff that the Lava Scions place on random raid members. Around 5s later, the debuff causes the affected player to leave a trail of fire under their feet, which deals a rather large amount of fire damage each second to anyone standing in it. Furthermore, if either the Lava Scions or the Sons of Flame are touched by the trail of fire, they will be healed for 10% of their health each second.
Your tanks will pick up and tank the Lava Scions for the duration of the phase.
Players affected by Blazing Heat will move to the edge of the platform, out of the path of any Sons of Flame, where they will continue moving so as not to take damage from the trail of fire under their feet.
Your DPS should, as during the First Transition Phase, focus down the Sons of Flame, while ignoring the Lava Scions. Your raid will kill the Scions during Phase 3, though any cleaving or DoT damage your raid can do to them during the Second Transition Phase is welcome.
In any case, when all Sons of Flame are dead or 45s have gone by, Ragnaros will re-emerge and you will enter Phase 3.
Phase 3
Ragnaros retains the following abilities from Phases 1 and 2: Sulfuras Smash, Engulfing Flame, Magma Blast and Burning Wound.
Roughly every 50s, throughout Phase 3, Ragnaros summons adds called Living Meteors. The location where a Living Meteor is about to spawn is indicated by flames on the ground and anyone within 5 yards of the location will take a large amount of fire damage. Living Meteors do not have aggro tables, fixate on random raid members and cannot be effectively killed. They must be kited by whoever they fixate on, as contact with the Meteor deals fatal damage. More precisely, if a player comes within 4 yards of a Living Meteor, everyone within 8 yards of the meteor takes 500k fire damage. The effect is called Meteor Impact. Note that the Meteors cannot be kited indefinitely, and they will eventually catch up to their target.
Fortunately, Meteors have a buff, called Combustible. While this buff is active, an attack made on the Meteor will cause it to be knocked back several yards in the direction which the attacking player is facing. Knocking a Meteor back causes it to lose its Combustible buff for 5s, and also causes it to pick a different target to fixate on.
Additionally, it must be mentioned that the absolute top priority at the start of Phase 3 is to kill any remaining Lava Scions, as Blazing Heat would cause a lot of problems for your raid, otherwise.
The strategy for Phase 3 revolves around avoiding Lava Waves and Engulfing Flame in the same way as during phases 1 and 2 respectively, while carefully handling Living Meteors.
Whenever a Living Meteor is about to spawn, all players should move away from the designated location. The player being chased by the Meteor should then kite it, while making sure that it is not guided close to any other raid members.
Once the Meteor is close, the player should attack it, in order to knock it back and reset its fixate target. It is imperative to make sure that the Meteor does not get knocked back into other raid members, and that everyone is prepared to possibly become fixated upon.
The heroic mode of the Ragnaros encounter is arguably the most difficult fight in all of Firelands, and quite possibly in the history of World of Warcraft as a whole.
The fight follows the same format as on normal mode, until the boss reaches 10% health. At this point, after a short intermission, a heroic only Phase 4 begins.
Phase 1
Each time a Magma Trap is detonated, the entire raid is debuffed with Magma Trap Vulnerability. This debuff lasts 45s and it increases the damage taken from Magma Trap Eruption by 50%.
First Transition Phase
Son of Flame spawn locations are no longer fixed. Instead, the Sons can spawn in any random formation, and your raid must adapt to this on the fly.
Phase 2
Engulfing Flame is replaced by a new ability, called World in Flames. This ability essentially chains 4 Engulfing Flame eruptions together, over the course of around 12s. The eruptions follow the exact same positions as Engulfing Flame, and the order in which these come is completely random.
Molten Elementals gain a buff called Molten Power, which increases their damage done by 25% for each Molten Elemental in their proximity, and also grants them immunity to snares.
Second Transition Phase
As with the first transition phase, the spawn locations of Sons of Flame are random.
Phase 3
Phase 3 is unchanged, with the exception of the fact that World in Flames is present here as well, in place of Engulfing Flame.
This phase is a DPS check, and your raid must bring Ragnaros to 10% health before the 3rd set of Living Meteors.
Phase 4
Ragnaros submerges at 10% health, as in normal mode. However, he is shortly afterwards pulled back out by Cenarius, and you have to fight him once more.
At the start of the phase, Ragnaros is healed to 50% health, and he must be brought down to 0% to be killed. During this phase, your raid will have to deal with any Living Meteors which were spawned in Phase 3.
Dreadflame is essentially fire on the ground. Ragnaros regularly casts this ability at random locations on the platform. The fire deals massive damage to anyone standing in it, and spreads, until it covers the entirety of the platform. Dreadflame fire patches can be extinguished by players affected by Deluge.
Empower Sulfuras is an ability Ragnaros uses roughly every 50s, throughout the phase. This ability allows him to imbue his weapon, causing his attacks to deal instant wipe damage to the entire raid. During this time, he must be kited, which is made easier by Entrapping Roots.
Superheated is a stacking debuff which Ragnaros applies on every raid member, for the entire duration of the phase. Each stack deals 4k fire damage per second and increases fire damage taken by 10%. This debuff can be reset through means of Breadth of Frost.
Magma Geyser is an ability which Ragnaros uses to target any group of players which are clumped together. It deals a high amount of fire damage, knocks players back and destroys any Breadth of Frost within 5 yards.
During this phase, three friendly NPCs come to your raid's aid: Cenarius, Malfurion Stormrage and Archdruid Hamuul Runetotem. They each provide your raid with various abilities which allow you to defeat Ragnaros.
Cenarius casts Breadth of Frost about 15s into the phase, and every 45s after that. The first Breadth of Frost will expire as the third is being cast, and so on, such that there will always be, at most, two active at one time. The Breadth of Frost is a patch of ice on the ground. Any Living Meteor that touches the ice becomes stunned and takes 15000% increased damage. This destroys the Breadth of Frost. Breadth of Frost also grants players immunity from Superheated and resets any stacks of Superheated on the players.
Malfurion Stormrage casts Cloudburst, only once, at the start of the phase. This places an effect on the ground, which allows 1 player in 10-man and 3 players in 25-man to obtain the Deluge buff by coming in close proximity with it. Deluge provides immunity from Dreadflame as well as Superheated. It also allows players to extinguish Dreadflame patches. It lasts until the end of the encounter.
Archdruid Hamuul Runetotem casts Entrapping Roots. This places a green effect on the ground. If dragged over it, Ragnaros becomes entangled and is unable to move. This makes it easy to avoid anyone getting hit by him while Sulfuras is empowered.
Magma Trap Eruption deals significantly more damage than in normal mode. Therefore, a trap should never be detonated when players are not topped off, or Hand of Ragnaros/Wrath of Ragnaros are about to be cast.
Magma Trap Vulnerability severely increases the damage taken from Magma Traps, so traps should never be detonated while this debuff persists.
It is likely that, by the time the phase ends, you will have between 1 and 3 active Magma Traps. You will have to simply avoid them, and detonate them at later stages, when raid damage is low. It is also possible to stack up, right as the transition phase begins.
Molten Elementals cannot be allowed to melee any players while they are stacked together. This is due to Molten Power which buffs the Elementals damage significantly when they are together.
Because Phase Three is a massive DPS check, any damage you can do to Ragnaros below 40% of his health, during Phase 2, is of great benefit to you. As such, you should pool resources such as energy/rage/focus and combo points, and use them while he is casting the Splitting Blow.
Phase 3 is the least changed phase from normal mode. The only difference in mechanics is that World in Flames is present here, as well, in place of Engulfing Flame.
The challenge of this phase comes from the fact that your raid must bring Ragnaros to 10% health within 140s. This is so because your raid simply cannot handle the gruelling Phase 4 with any more than 2 meteors.
In Phase 4, Ragnaros is no longer stationary. He climbs out of the lava and can move anywhere on the platform. He is healed to 50% of his health, all of which must be depleted in order to defeat him.
Players must move to Breadth of Frost regularly in order to reset their Superheated debuff. They must do this without being in groups of more than 3 in 10-man or 9 in 25-man difficulty, or else the Breadth of Frost would be destroyed.
Roughly 1m into the phase, when the second Breadth of Frost spawns, one of them should be used to destroy a Living Meteor. This is done by kiting the meteor onto the ice. Note that this does destroy the Breadth of Frost in the process. When the third Breadth of Frost spawns, one of the existing two should be used to handle the last Living Meteor.
1 designated player in 10-man or 3 in 25-man difficulty will have to pick up Deluge from the Cloudburst at the start of the phase, and spend the entire fight clearing patches of Dreadflame. As they inevitably become overwhelmed towards the end of the fight, they will need to make wise decisions as to which patches to put out.
Ragnaros will have to be kited over an Entrapping Roots area each time he casts Empower Sulfuras, so that he is rooted and does not melee anyone for the duration.
Any Living Meteors which are active when Phase 3 ends are temporarily stunned in place by Cenarius. You should aim to have them close together and near an edge, when Phase 3 ends, and you should use the time while they are frozen to knock them back even closer to the edge. This helps in allowing the raid to occupy the entire platform without having to worry about Meteors in that area.
The Breadth of Frost which Cenarius creates at the start of the phase will be used to reset your raid members stacks of Superheated. Because of Magma Geyser and the limitations that it imposes (no more than 3 players stacked together in 10-man or 9 in 25-man), you will have to create groups of players in your raid, and have these groups rotate which group gets to stand on the Breadth of Frost. That group will require no healing, while the group(s) which are exposed will have to be healed through the damage from Superheated.
Whenever Ragnaros begins casting Empower Sulfuras, the tank must position himself behind an Entrapping Roots location, so that Ragnaros walks through it and becomes rooted. If he is rooted prematurely, he will need to be kited around with the help of other taunts, until his buff wears off. If he manages to melee anyone at all, he will wipe your raid.
Regarding Dreadflame, players with movement speed increasing abilities or other mobility abilities are ideal for picking up Deluge. These players will then simply run around the platform, walking over any places where Dreadflame has spawned.
Roughly 1m into the phase, Cenarius will spawn the second Breadth of Frost. At this point, your raid will have to use one of the two Breadths of Frost to destroy one of the Living Meteors. Simply kite the meteor over the ice, where it will become stunned and take a large amount of increased damage. It should die quickly.
After this, your raid will have to make use of the remaining Breadth of Frost until the third one spawns. The second Living Meteor should be dealt with in the same way as with the first. After this point, your raid will simply have to focus on keeping their stacks of Superheated low, trapping Ragnaros and putting out Dreadflame.