Post by Thadrana on Jun 27, 2011 22:40:54 GMT -5
Originally posted by crazerk on www.mmo-champions.com
Normal Firelands(10) guide - for those who still don't get it
Brief Introduction
I had originally wanted to write this quite long ago, after my previous ICC guides were relatively well-received
Noob's Guide to ICC
Heroic ICC Guide
However, after some general considerations, I decided that the Firelands encounters were simpler than ICC and such a guide wasn’t warranted – many of them were merely gear checks and execution based encounters which don’t require such a guide.
However, I have recently began PuGing Firelands on my alt, and I realized that there still exists a large population of players who are still failing at (normal) Firelands. Thus, I decided this was necessary.
How this guide differs from others
While other guides go into detail about the fight’s mechanics, I’ll be assuming you already know the basic premise of each fight and I’ll be instead discussing the common mistakes of each boss fight and how to overcome these.
This guide is for those still stuck on normal modes in Firelands.
The sequence of the guide follows no particular order, but my preferred one. Feel free to attempt the bosses in a different sequence according to your group’s preference.
Shannox -> Beth'tilac -> Baleroc -> Lord Rhyolith -> Alysrazor -> Majordomo -> Ragnaros
Shannox
What?
Generally regarded as the easiest fight both on normal and heroic, the entire encounter involves proper tank positioning and your raid getting out of shit.
Common mistakes
1) Standing in traps
Come on, there's no excuse to be caught in a Crystal Trap or setting off an Immolation Trap. Get your raid to download the GTFO addon to play loud sounds to jolt them from their lalaland and stop doing stupid things like these.
2) Tank Deaths
This should only occur when the Shannox tank doesn't reset his stacks and your healers can't keep up. The tank should be kiting Shannox on the 'spear retrieval' phase to prolong the return as well as drop his stacks.
3) Raid deaths in last phase
I've seen some raid groups who ask their raid to stack up close to the boss on the last phase - BAD IDEA.
Why? In the last phase where Shannox repeatedly stabs the ground and causes those concentric circles of fire traps on the ground - these are much harder to avoid the closer you stand to him.
If you are standing at range, the gaps between these will be bigger and generally easier to avoid.
Thus - stand at range, slightly spread. Don't stack up close.
Beth'tilac
What?
Adds management at the bottom, dodging shit at the top. DPS check in the last phase.
Common mistakes
1) DPS check? Isn't it a healer check?
Yes, the last phase is inherently a DPS check. While healing is most intensive in that phase, the basic premise is that the better your DPS is, the shorter that phase is.
You can have the most elaborate of raid cooldowns lined up for that phase with excellent raid healers - but if your DPS doesn't end the fight soon enough, either your healers will OOM or the periodic AOE from the boss will be too much to heal through (i.e. one shot)
I've had groups who go in with bad DPSers who are unable to produce enough DPS in the burn phase - and as a result we just wipe continuously on P2.
As a guideline, if you are entering P2 with the boss at 85% and the AoE ticks are still killing you towards the end, you don't have enough DPS. (Assuming your healers aren't terribad of course)
2) Sending 2 DPS up instead of 1
You can only afford to send 2 DPS up if you have REALLY solid DPS at the bottom - if you're reading this guide you probably don't, so just send up one DPS each time.
In addition, you may want to ask that DPS to NOT go up on the 3rd time and stay below to help clear up adds, because this is extremely important.
3) Tank not moving Drones
This is VERY important - the tank taking Drones at the bottom NEEDS to be aware of whether Spiderlings are reaching the Drone or not. If they are, he has to kite the Drone away quickly. Not doing so just means you waste DPS when Spiderlings are consumed by the Drone and the Drone heals.
4) Add management issues
Many guides will tell you a general add priority - Spiderlings first, then Spinners, then Drones
The problem is many raid groups assign ambiguous assignments - e.g. I was told once to 'DPS spinners, and help with spiderlings if they need help, or drones' and another DPS was told 'DPS Drone, and help with spiderlings if they need help, etc'
The problem with telling players an ambiguous statement like 'if they need help' means you're relying on their decision-making to decide whether to switch. Often, with bad players, this results in poor choices and adds get left up and soon the raid gets overrun.
Hence, my solution is to make CLEAR, DISTINCT assignments, and tell your DPS to ONLY HELP OUT WITH OTHERS ONCE THEIR OWN TARGET(S) IS DOWN.
Spinners - Everyone should be DPSing Spinners at the start since there are no other adds. But assign one dedicated DPS (ranged of course) to kill spinners. There's no need to taunt them down (apart from the initial 3 you taunted down for your Web team on top) - just shoot them where they are.
Spiderlings - Usually a good Hunter is able to solo these with good trap usage, but I find it's better to assign 2 good AoE DPS to this to be safe. Boomkins/Mages are great for this job, but Hunters have generally the easiest time.
Drones - Assign one dedicated DPS, usually a melee, to them. He should not hesitate to switch to Spiderlings if any come close.
Anyone who has finished your job, help out with Drones as they'll be the one that's up
In summary - 1 DPS on Spinners, when they're all dead, then help with Spiderlings. If no Spiderlings, help with Drones.
2 DPS on Spiderlings, when none are up help with Spinners, if no Spinners are up help with Drones.
1 DPS on Drones.
5) Transition - Beth'tilac eating Spiderlings
You must avoid this at ALL COSTS. Healing 10% of her HP means you need to produce 10% more DPS, and if you were already having problems before, this makes it 10x harder.
On the third (and last) Web phase, ask your DPS going up to stay below and help out with adds.
Remember that a wave of Spiderlings tend to spawn just as Beth'tilac casts her last Smouldering Devastation (WoW will say 'her body begins to flicker and combust' or something like that), so ALL DPS needs to quickly burn down ALL spiderlings before anything else.
Baleroc
What?
A tank and spank fight apart from managing Torment and Crystals well with a proper rotation.
There are numerous strategies for this fight and the main ones are having a SPriest soak the first crystal, having 2 tanks instead of 1 and having 2 healers instead of 3
- SPriest soaking first crystal with Dispersion
If you have a SP in your group, this really trivializes the fight. There are numerous existing threads about this method, you can check them out. I'll be assuming you don't have this luxury in my discussion.
- 2 tanks or 1?
2 tanks will allow more room for error in terms of Decimation Blade healing. If you find yourself having tank deaths often when using 1 tank, using 2 will make it easier, but of course require more DPS.
As a guideline - go with 2 tanks when your healers are learning the fight
- If you have a DPS issue (i.e. fight lasts past 5 minutes), you may want to cut it to 1 tank.
- 3 healers or 2?
Go with 3. 2 healers require good buff stacking by your healers as well as mana management - My group did it with 2 but we also did the Spriest method, with me as the Holy Paladin and I got 70-100 stacks from the first crystal which trivialized the rest of the fight.
But there are many complications related to doing it with 2 healers, so just go with 3.
Common mistakes
1) Raid positioning
Just last night I had a PuG (A 75% guild group nonetheless!) which told us to stack initially, then move as a raid when crystal spawns. This is absolutely retarded for obvious reasons.
The raid should NOT be stacked NOR spread out too much - there's no need to do either. Just make sure your healers are in a central location so they can reach all Torment targets, and the raid is slightly spaced out.
2) Tank dying in between Decimation Blade hits
There are 3 main reasons why this can occur.
Firstly, healers are not getting enough heals off in between strikes. You need to be landing two casts of your biggest heals after each strike, or aiming to do so as much as possible. This can be accomplished by timing your first cast to land after it hits, meaning you START CASTING before Decimation Blade hits.
Don't forget to continue casting nonstop throughout the 3 strikes of Decimation Blade even after healing the first one, deaths always occur on the 2nd or 3rd one.
Next, healers are not stacking enough Vital Spark stacks when healing Torment, so they can't produce sufficient healing output to top the tank back up above 90%
This brings us back to healing a person taking Torment - A typical rotation involves your DPS taking 12/13 stacks of Torment.
Stacks 1-6 - Get your normal heals off, all your procs going (e.g. Rejuv to be able to cast your instant heal, etc)
Stacks 7-12 - Spam. You want to squeeze as many spells as you can within this period, especially in the last two ticks. Thus save your instant casts for when the stacks hit 12 (Because if you start casting at 11/12, your spell may land after the Torment debuff drops off)
A general guideline is you should come out of one Crystal (2 DPS rotation) with about 30 stacks average. I can get 40~ on my pally, not sure how other classes fare but 30 should be more than manageable.
You may need to figure out which are the best spells to use for 7-12, because on top of getting as many spellcasts off, you of course have to keep your target alive. For pallies FoL spam easily accomplishes this (with WoG/shock/WoG at the end ! )
Last but definitely not the least - your healers may not have Vital Spark up during Decimation Blade! Remember that it takes one spell cast on the tank to proc Vital Spark after you switch off a Crystal, and it only lasts 15s, after which you need another spell cast to proc it again, etc. Make sure your Vital Spark isn't running out during Dec Blade! (e.g. delay casting until Blade is about to begin, proc it, spam, etc)
Lord Rhyolith
What?
Novel mechanic of 'driving' the boss by DPSing his legs. Manage adds, drive properly, and burn hard in the last phase. Collect loot.
Common mistakes
This boss has been nerfed so much that I'm struggling to think of any. Ok hang on.
1) Sparks of Rhyolith not handled well
These are the 'big' adds in the encounter. Most of the raid damage that actually occurs in this fight, apart from the avoidable lava streams, is damage from Sparks and Stomps.
Their AoE ticks are pretty painful, so you want your tank to be standing away from your raid and he needs to taunt them IMMEDIATELY to avoid/minimize AoE ticks going off in your raid.
2) Steering issues
The designated steerer (the person who calls out which leg to DPS on) should not hesitate to call for help from the other DPS to make a hard turn. These are often necessary if the volcano spawns in an unfavorable position (though apparently they fixed it to have 'easy' spawns now, not sure about this).
3) Dying to Lava Streams
Must. Not. Happen.
The streams don't even have a long range like Sulfurus Smash - they only travel about 20-30 yards... so there's no excuse to miss this. If I'm not wrong your DBM /Bigwigs will prompt with a big 'Lava Flow' so when that occurs start looking out for incoming streams of lava.
Basically, watch for flattened volcanoes, lava streams only come out from those (and therefore if you're standing next to one, be ready for it... or just don't stand next to one)
Alysrazor
What?
Execution based fight. Tanks grab Hatchlings, eat worms, kill them. Interrupt spell casts from adds. Flying team, fly through hoops and avoid clouds. Play merry-go-round-the-vortex with tornadoes. Burn boss. Some healing /raid cooldowns. Knocked back. RINSE AND REPEAT x120387
Common mistakes
1) Dying in tornado phase
The easiest, easiest method, goes something like this:
- When vortex phase begins, start running in a clockwise (or anti-CW, whichever you prefer) direction.
- Don't run in the innermost circles or outermost circles - The middlish concentric circles seem the easiest.
- The moment a tornado passes you on the right or left, turn around and start chasing it.
- The moment another tornado passes you on the right or left, turn around and start chasing it
- Rinse and repeat
If you need a video to see this, there are loads of them on Youtube, just search for them. Here is one
www.youtube.com/watch?v=tChEG...ayer_embedded#!
2) People dying in normal phase! How?
There are 3 normal, possible ways a normal raid member can die, apart from unorthodox ways such as running into the fire wall or a DPS getting imprinted by Hatchling
- Standing in brushfire - the fire patches that go around. Come on. Get out of fire. Cardinal rule of WoW.
- Standing towards the centre, and getting killed by worms - You should be avoiding the centre all the time - there's no reason to even be in the middle. The adds that you need to interrupt spawn on the sides, so stay out of the middle!
- DoT kills you!
What DoT you ask? The DoT that gets thrown out when you miss an interrupt! Fieroblast or something.
If your DPS are bad and can't interrupt consistently, your healers should immediately DISPEL the DoT! It ticks for pretty high damage so you need to dispel it, it's pretty tough to heal through.
Other than that, it's a fairly straightforward encounter.. even if your DPS sucks at flying hoops at the top, it just means the fight will last longer... which isn't really a problem. There's no healer mana issue since everyone regains full mana during burn phase.
If you are struggling with adds below (i.e. Birds dont die before Vortex begins), just send one DPS up to fly (if you were originally somehow sending 2) and have your DPS work harder I suppose.
Majordomo Staghelm
What?
Stack, use raid CDs, spread, dodge fire, stack, use raid CDs handle Seeds, spread, dodge fire, stack, raid CDs, spread, handle orbs... etcetc.
Common mistakes
1) Dying to Leaping Flames
This should never occur. The damage from normal is trivial as compared to heroic mode, and as long as you start moving immediately you shouldn't die.
One good way is to have your raid set focus (/focus) on the boss, and watch his Energy bar. When it's about to hit 100%, you KNOW a leap is going to come, so you MUST prepare for it. (Wait till you do heroic mode... this becomes 10x more crucial)
2) Dying in Seeds phase
Watch your timer immediately when you stack up. There will be 1 person who has to quickly move out of the raid within 10s, so check if it's you.
Next, don't move out too early. This is of great importance, because if you move out early and there are too many people not stacked, the boss's Flame Scythe MAY kill someone. Moving out at 5 seconds is more than sufficient, though 6 is to be safe in case 2 of you run out the same way and you need to change direction.
3) Transitioning too slow
Whether it is from cat to scorpion or scorpion to cat, the transition HAS to be fast. If you are transitioning at 7 for Cat, you need to move in THE MOMENT HE LEAPS the 7th time. You wait too long, he will just jump on your raid. Or Scythe and kill your tank. etc.
Ragnaros
What?
Handle traps well, dodge Smash+Flames, handle adds well, handle burning seeds well, dodge flames, handle adds well, etcetc.
Common mistakes
There are so many things you can die from in this fight. I would say it's near impossible to carry a scrub in this fight - every person NEEDS to watch out for himself because there are a 101 things to dodge. It's a good idea to put your DBM timers in a clear, visible position for this fight, so you can note when the numerous abilities are going to occur.
1) Deaths in Seeds phase
A very common death is when seeds coincides with Engulfing Flames / Sulfurus Smash.
Every raider NEEDS to be prepared for this.
If you have Smash -> Seeds, you know you're going to get an Engulfing Flame when the adds are up so stand in a sweet spot a few yards from Rag so you can move easily if its middle or near, equally if you get Engulfing -> Seeds, you can hug Raggy to avoid the Smash that will come when the adds are up.
(thanks Inferiae!)
Alright that's it! Hope you enjoyed the writeup... and hope this helps you get past normal modes!
Feel free to contribute anything you'd like, and also help to point out mistakes if you spot any! Thanks!
See you in heroics!
Last edited by crazerk; 2011-08-31 at 10:07 AM.
Thank you Weye for finding this! It should help with the simplicity of the fights and getting threw the Dungeon Journal. Videos via tank spot below!
Normal Firelands(10) guide - for those who still don't get it
Brief Introduction
I had originally wanted to write this quite long ago, after my previous ICC guides were relatively well-received
Noob's Guide to ICC
Heroic ICC Guide
However, after some general considerations, I decided that the Firelands encounters were simpler than ICC and such a guide wasn’t warranted – many of them were merely gear checks and execution based encounters which don’t require such a guide.
However, I have recently began PuGing Firelands on my alt, and I realized that there still exists a large population of players who are still failing at (normal) Firelands. Thus, I decided this was necessary.
How this guide differs from others
While other guides go into detail about the fight’s mechanics, I’ll be assuming you already know the basic premise of each fight and I’ll be instead discussing the common mistakes of each boss fight and how to overcome these.
This guide is for those still stuck on normal modes in Firelands.
The sequence of the guide follows no particular order, but my preferred one. Feel free to attempt the bosses in a different sequence according to your group’s preference.
Shannox -> Beth'tilac -> Baleroc -> Lord Rhyolith -> Alysrazor -> Majordomo -> Ragnaros
Shannox
What?
Generally regarded as the easiest fight both on normal and heroic, the entire encounter involves proper tank positioning and your raid getting out of shit.
Common mistakes
1) Standing in traps
Come on, there's no excuse to be caught in a Crystal Trap or setting off an Immolation Trap. Get your raid to download the GTFO addon to play loud sounds to jolt them from their lalaland and stop doing stupid things like these.
2) Tank Deaths
This should only occur when the Shannox tank doesn't reset his stacks and your healers can't keep up. The tank should be kiting Shannox on the 'spear retrieval' phase to prolong the return as well as drop his stacks.
3) Raid deaths in last phase
I've seen some raid groups who ask their raid to stack up close to the boss on the last phase - BAD IDEA.
Why? In the last phase where Shannox repeatedly stabs the ground and causes those concentric circles of fire traps on the ground - these are much harder to avoid the closer you stand to him.
If you are standing at range, the gaps between these will be bigger and generally easier to avoid.
Thus - stand at range, slightly spread. Don't stack up close.
Beth'tilac
What?
Adds management at the bottom, dodging shit at the top. DPS check in the last phase.
Common mistakes
1) DPS check? Isn't it a healer check?
Yes, the last phase is inherently a DPS check. While healing is most intensive in that phase, the basic premise is that the better your DPS is, the shorter that phase is.
You can have the most elaborate of raid cooldowns lined up for that phase with excellent raid healers - but if your DPS doesn't end the fight soon enough, either your healers will OOM or the periodic AOE from the boss will be too much to heal through (i.e. one shot)
I've had groups who go in with bad DPSers who are unable to produce enough DPS in the burn phase - and as a result we just wipe continuously on P2.
As a guideline, if you are entering P2 with the boss at 85% and the AoE ticks are still killing you towards the end, you don't have enough DPS. (Assuming your healers aren't terribad of course)
2) Sending 2 DPS up instead of 1
You can only afford to send 2 DPS up if you have REALLY solid DPS at the bottom - if you're reading this guide you probably don't, so just send up one DPS each time.
In addition, you may want to ask that DPS to NOT go up on the 3rd time and stay below to help clear up adds, because this is extremely important.
3) Tank not moving Drones
This is VERY important - the tank taking Drones at the bottom NEEDS to be aware of whether Spiderlings are reaching the Drone or not. If they are, he has to kite the Drone away quickly. Not doing so just means you waste DPS when Spiderlings are consumed by the Drone and the Drone heals.
4) Add management issues
Many guides will tell you a general add priority - Spiderlings first, then Spinners, then Drones
The problem is many raid groups assign ambiguous assignments - e.g. I was told once to 'DPS spinners, and help with spiderlings if they need help, or drones' and another DPS was told 'DPS Drone, and help with spiderlings if they need help, etc'
The problem with telling players an ambiguous statement like 'if they need help' means you're relying on their decision-making to decide whether to switch. Often, with bad players, this results in poor choices and adds get left up and soon the raid gets overrun.
Hence, my solution is to make CLEAR, DISTINCT assignments, and tell your DPS to ONLY HELP OUT WITH OTHERS ONCE THEIR OWN TARGET(S) IS DOWN.
Spinners - Everyone should be DPSing Spinners at the start since there are no other adds. But assign one dedicated DPS (ranged of course) to kill spinners. There's no need to taunt them down (apart from the initial 3 you taunted down for your Web team on top) - just shoot them where they are.
Spiderlings - Usually a good Hunter is able to solo these with good trap usage, but I find it's better to assign 2 good AoE DPS to this to be safe. Boomkins/Mages are great for this job, but Hunters have generally the easiest time.
Drones - Assign one dedicated DPS, usually a melee, to them. He should not hesitate to switch to Spiderlings if any come close.
Anyone who has finished your job, help out with Drones as they'll be the one that's up
In summary - 1 DPS on Spinners, when they're all dead, then help with Spiderlings. If no Spiderlings, help with Drones.
2 DPS on Spiderlings, when none are up help with Spinners, if no Spinners are up help with Drones.
1 DPS on Drones.
5) Transition - Beth'tilac eating Spiderlings
You must avoid this at ALL COSTS. Healing 10% of her HP means you need to produce 10% more DPS, and if you were already having problems before, this makes it 10x harder.
On the third (and last) Web phase, ask your DPS going up to stay below and help out with adds.
Remember that a wave of Spiderlings tend to spawn just as Beth'tilac casts her last Smouldering Devastation (WoW will say 'her body begins to flicker and combust' or something like that), so ALL DPS needs to quickly burn down ALL spiderlings before anything else.
Baleroc
What?
A tank and spank fight apart from managing Torment and Crystals well with a proper rotation.
There are numerous strategies for this fight and the main ones are having a SPriest soak the first crystal, having 2 tanks instead of 1 and having 2 healers instead of 3
- SPriest soaking first crystal with Dispersion
If you have a SP in your group, this really trivializes the fight. There are numerous existing threads about this method, you can check them out. I'll be assuming you don't have this luxury in my discussion.
- 2 tanks or 1?
2 tanks will allow more room for error in terms of Decimation Blade healing. If you find yourself having tank deaths often when using 1 tank, using 2 will make it easier, but of course require more DPS.
As a guideline - go with 2 tanks when your healers are learning the fight
- If you have a DPS issue (i.e. fight lasts past 5 minutes), you may want to cut it to 1 tank.
- 3 healers or 2?
Go with 3. 2 healers require good buff stacking by your healers as well as mana management - My group did it with 2 but we also did the Spriest method, with me as the Holy Paladin and I got 70-100 stacks from the first crystal which trivialized the rest of the fight.
But there are many complications related to doing it with 2 healers, so just go with 3.
Common mistakes
1) Raid positioning
Just last night I had a PuG (A 75% guild group nonetheless!) which told us to stack initially, then move as a raid when crystal spawns. This is absolutely retarded for obvious reasons.
The raid should NOT be stacked NOR spread out too much - there's no need to do either. Just make sure your healers are in a central location so they can reach all Torment targets, and the raid is slightly spaced out.
2) Tank dying in between Decimation Blade hits
There are 3 main reasons why this can occur.
Firstly, healers are not getting enough heals off in between strikes. You need to be landing two casts of your biggest heals after each strike, or aiming to do so as much as possible. This can be accomplished by timing your first cast to land after it hits, meaning you START CASTING before Decimation Blade hits.
Don't forget to continue casting nonstop throughout the 3 strikes of Decimation Blade even after healing the first one, deaths always occur on the 2nd or 3rd one.
Next, healers are not stacking enough Vital Spark stacks when healing Torment, so they can't produce sufficient healing output to top the tank back up above 90%
This brings us back to healing a person taking Torment - A typical rotation involves your DPS taking 12/13 stacks of Torment.
Stacks 1-6 - Get your normal heals off, all your procs going (e.g. Rejuv to be able to cast your instant heal, etc)
Stacks 7-12 - Spam. You want to squeeze as many spells as you can within this period, especially in the last two ticks. Thus save your instant casts for when the stacks hit 12 (Because if you start casting at 11/12, your spell may land after the Torment debuff drops off)
A general guideline is you should come out of one Crystal (2 DPS rotation) with about 30 stacks average. I can get 40~ on my pally, not sure how other classes fare but 30 should be more than manageable.
You may need to figure out which are the best spells to use for 7-12, because on top of getting as many spellcasts off, you of course have to keep your target alive. For pallies FoL spam easily accomplishes this (with WoG/shock/WoG at the end ! )
Last but definitely not the least - your healers may not have Vital Spark up during Decimation Blade! Remember that it takes one spell cast on the tank to proc Vital Spark after you switch off a Crystal, and it only lasts 15s, after which you need another spell cast to proc it again, etc. Make sure your Vital Spark isn't running out during Dec Blade! (e.g. delay casting until Blade is about to begin, proc it, spam, etc)
Lord Rhyolith
What?
Novel mechanic of 'driving' the boss by DPSing his legs. Manage adds, drive properly, and burn hard in the last phase. Collect loot.
Common mistakes
This boss has been nerfed so much that I'm struggling to think of any. Ok hang on.
1) Sparks of Rhyolith not handled well
These are the 'big' adds in the encounter. Most of the raid damage that actually occurs in this fight, apart from the avoidable lava streams, is damage from Sparks and Stomps.
Their AoE ticks are pretty painful, so you want your tank to be standing away from your raid and he needs to taunt them IMMEDIATELY to avoid/minimize AoE ticks going off in your raid.
2) Steering issues
The designated steerer (the person who calls out which leg to DPS on) should not hesitate to call for help from the other DPS to make a hard turn. These are often necessary if the volcano spawns in an unfavorable position (though apparently they fixed it to have 'easy' spawns now, not sure about this).
3) Dying to Lava Streams
Must. Not. Happen.
The streams don't even have a long range like Sulfurus Smash - they only travel about 20-30 yards... so there's no excuse to miss this. If I'm not wrong your DBM /Bigwigs will prompt with a big 'Lava Flow' so when that occurs start looking out for incoming streams of lava.
Basically, watch for flattened volcanoes, lava streams only come out from those (and therefore if you're standing next to one, be ready for it... or just don't stand next to one)
Alysrazor
What?
Execution based fight. Tanks grab Hatchlings, eat worms, kill them. Interrupt spell casts from adds. Flying team, fly through hoops and avoid clouds. Play merry-go-round-the-vortex with tornadoes. Burn boss. Some healing /raid cooldowns. Knocked back. RINSE AND REPEAT x120387
Common mistakes
1) Dying in tornado phase
The easiest, easiest method, goes something like this:
- When vortex phase begins, start running in a clockwise (or anti-CW, whichever you prefer) direction.
- Don't run in the innermost circles or outermost circles - The middlish concentric circles seem the easiest.
- The moment a tornado passes you on the right or left, turn around and start chasing it.
- The moment another tornado passes you on the right or left, turn around and start chasing it
- Rinse and repeat
If you need a video to see this, there are loads of them on Youtube, just search for them. Here is one
www.youtube.com/watch?v=tChEG...ayer_embedded#!
2) People dying in normal phase! How?
There are 3 normal, possible ways a normal raid member can die, apart from unorthodox ways such as running into the fire wall or a DPS getting imprinted by Hatchling
- Standing in brushfire - the fire patches that go around. Come on. Get out of fire. Cardinal rule of WoW.
- Standing towards the centre, and getting killed by worms - You should be avoiding the centre all the time - there's no reason to even be in the middle. The adds that you need to interrupt spawn on the sides, so stay out of the middle!
- DoT kills you!
What DoT you ask? The DoT that gets thrown out when you miss an interrupt! Fieroblast or something.
If your DPS are bad and can't interrupt consistently, your healers should immediately DISPEL the DoT! It ticks for pretty high damage so you need to dispel it, it's pretty tough to heal through.
Other than that, it's a fairly straightforward encounter.. even if your DPS sucks at flying hoops at the top, it just means the fight will last longer... which isn't really a problem. There's no healer mana issue since everyone regains full mana during burn phase.
If you are struggling with adds below (i.e. Birds dont die before Vortex begins), just send one DPS up to fly (if you were originally somehow sending 2) and have your DPS work harder I suppose.
Majordomo Staghelm
What?
Stack, use raid CDs, spread, dodge fire, stack, use raid CDs handle Seeds, spread, dodge fire, stack, raid CDs, spread, handle orbs... etcetc.
Common mistakes
1) Dying to Leaping Flames
This should never occur. The damage from normal is trivial as compared to heroic mode, and as long as you start moving immediately you shouldn't die.
One good way is to have your raid set focus (/focus) on the boss, and watch his Energy bar. When it's about to hit 100%, you KNOW a leap is going to come, so you MUST prepare for it. (Wait till you do heroic mode... this becomes 10x more crucial)
2) Dying in Seeds phase
Watch your timer immediately when you stack up. There will be 1 person who has to quickly move out of the raid within 10s, so check if it's you.
Next, don't move out too early. This is of great importance, because if you move out early and there are too many people not stacked, the boss's Flame Scythe MAY kill someone. Moving out at 5 seconds is more than sufficient, though 6 is to be safe in case 2 of you run out the same way and you need to change direction.
3) Transitioning too slow
Whether it is from cat to scorpion or scorpion to cat, the transition HAS to be fast. If you are transitioning at 7 for Cat, you need to move in THE MOMENT HE LEAPS the 7th time. You wait too long, he will just jump on your raid. Or Scythe and kill your tank. etc.
Ragnaros
What?
Handle traps well, dodge Smash+Flames, handle adds well, handle burning seeds well, dodge flames, handle adds well, etcetc.
Common mistakes
There are so many things you can die from in this fight. I would say it's near impossible to carry a scrub in this fight - every person NEEDS to watch out for himself because there are a 101 things to dodge. It's a good idea to put your DBM timers in a clear, visible position for this fight, so you can note when the numerous abilities are going to occur.
1) Deaths in Seeds phase
A very common death is when seeds coincides with Engulfing Flames / Sulfurus Smash.
Every raider NEEDS to be prepared for this.
If you have Smash -> Seeds, you know you're going to get an Engulfing Flame when the adds are up so stand in a sweet spot a few yards from Rag so you can move easily if its middle or near, equally if you get Engulfing -> Seeds, you can hug Raggy to avoid the Smash that will come when the adds are up.
(thanks Inferiae!)
Alright that's it! Hope you enjoyed the writeup... and hope this helps you get past normal modes!
Feel free to contribute anything you'd like, and also help to point out mistakes if you spot any! Thanks!
See you in heroics!
Last edited by crazerk; 2011-08-31 at 10:07 AM.
Thank you Weye for finding this! It should help with the simplicity of the fights and getting threw the Dungeon Journal. Videos via tank spot below!