MMO-Champion - World of Warcraft News and Raiding Strategies

World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2011-05-17 07:45 PM

Cross-Realm Dungeon Feature Coming Soon
Originally Posted by Slorkuz (Blue Tracker / Official Forums)
With the continued popularity of the Dungeon Finder, many players have been asking for a way to group up with real-life friends who play on other realms to take on instances together. Today, we wanted to give you a heads up about a new feature currently in development that will allow players to invite Real ID friends of the same faction to a party regardless of the realm they play on, and then queue up for a 5-player regular or Heroic dungeon.

As this is a fairly complex service to develop, we don’t have a release date to share quite yet. It’s important to note that as with some of the other convenience- and connectivity-oriented features we offer, certain elements of the cross-realm Real ID party system will be premium-based, though only the player sending the invitations will need to have access to the premium service. We'll have more details to share with you as development progresses -- in the meantime, you may begin to see elements of the feature appear on the World of Warcraft PTR.
by Published on 2011-05-17 07:34 AM

Tier 12 - Warlock Multi-Race Screenshots
I'm done tuning things left and right to get decent previews of Tier 12 set and I'll start slowly with the warlock set! Expect a lot more screenshots in the next few days and of course videos, because a lot of people think their set sucks based on still screenshots or weird bugs in various modelviewers. Don't worry, it's not that bad.

The video of the Warlock T12 set will most likely be available tomorrow, along with another class or two probably.

Alliance - Male

> High Resolution Link <

Horde - Male

> High Resolution Link <

Alliance - Female

> High Resolution Link <
Horde - Female

> High Resolution Link <



Blue Posts
Originally Posted by Blizzard Entertainment
Capping Mastery Harder in 4.2
We are in the process of trying some different numbers for various talents and mechanics on the PTR, with the goal of making it harder (or impossible) to cap mastery. What we want to avoid is making mastery worthless or causing other undesirable effects.

If we are successful, we will adjust the other tanks to be relatively balanced with paladins again.

If we aren't successful, we know what the fall back position is (basically what we have now).

At this time, we're in the middle of examining this and other changes. Please be reminded that we do read the forums, and appreciate feedback. A dispassionate perspective goes a long way. (Blue Tracker / Official Forums)

More changes upcoming on PTRs
There are several changes we are trying, and the current PTR only reflects a fraction of them. Keep in mind that while we have a lot of changes we want to get in to every major patch, we also want to try and get builds on the PTR as frequently as possible so that we can test other things (like Firelands encounters). We tend to grab builds often, not necessarily when every single change is in place. (Blue Tracker / Official Forums)

Ask the Devs
The Q&As are designed so that we answer the top rated questions that the community has. Sometimes though, the questions asked aren't ones we can answer for you directly, but we try to answer what we can. So the choice is either to pretend that those questions don't exist and avoid them (even though they were highly rated) or to give whatever answer we can, even if it's just "We like it. We're thinking about it. We'll get back to you."

What we're trying to do is to give you some insight into what the development team is thinking and the processes involved. Sometimes that means giving an answer that explains why we don't want to do something or why something might be difficult to do. This is not putting off the question. It's just our way of trying to explain why we don't have a better answer for you at the time. We're trying to be as transparent as possible, but at the same time, there will always be some gray areas that even we are trying to sort out and we'd rather not mislead or give false hopes if we can avoid it. We'd much rather give what solid answers we can as we can when we can and when we get further along in design, talk about what we are able to do and doing then.

When we started these Q&As, we knew that disappointing people now and then with answers was something that would happen. But, we feel the benefits of doing these outweigh the negatives by far. We'd rather face the danger rather than run away away. (Blue Tracker / Official Forums)

The Daily Blink - What Have You Done for Me Lately?
Another picture from The Daily Blink ... Don't bother looking for me mages, I'm already far far away.

by Published on 2011-05-16 04:36 PM

Ask the Devs #7 – Professions - Answers
Originally Posted by Slorkuz (Blue Tracker / Official Forums)

Welcome to the answers thread for our World of Warcraft "Ask the Devs" global Q&A. These answers are in response to the round #7 questions, which can be seen here: http://eu.battle.net/wow/en/forum/topic/2037905341

If you have to ask a question on the Firelands you'd like answered please visit the Ask the Devs #8 Questions thread here: http://eu.battle.net/wow/en/forum/topic/2098312571

Will you add more non-combat, or purely artistic, or stat-free, or random effect toy / fun / flavor items to the profession of my choice? – A multitude of players from all regions

Yes, especially considering they are some of our favorite things to add to the game. We can't promise that every profession is going to get equal amounts, but we definitely intend to spread them out more evenly, except for engineering. Engineers will always get more toys.


Archaeology is supposed to be about discovering, preserving, and honoring cultural items found, in order to learn from the past. Currently we don't do that. Instead we are forced to coldly vendor what we don't want. No donation to a museum, no return to the races of origin. Couldn’t we do something more important with these items? Can we expect more interesting stories with artifacts? Will you do something about this to make it feel like the player is getting something useful back, and perhaps remove a little bit of the random part of it so that it's more fun and focused? - Whitewnd (KR), Pusen (EU-EN), Unjoiner (NA/ANZ)

Originally, we didn't intend to create items at all when you completed a normal archaeology find, but that didn't feel right. So now we have these items that still don't feel right because you can't do anything fun with them. We are working on a more thematic and interesting way to consume the artifacts you dig up. These include returning them to the museums (for the devoted archaeologist) and the option to continue vendoring them (if you wish to continue your career as a cold-blooded treasure hunter.)

Additionally, we plan to add daily quests, a deeper story, additional skill gains, and the flexibility to focus on a specific race.

Some players may not have noticed that all artifacts have lore associated with them in the journal, even the grey ones. Every bit of it is Genuine Lore, and verified by our lore masters. So were the Dalaran Coins, of course, but not those silly Romance Novels.


Will professions at some point regain the ability to make upgradable items, such as the Weaponsmiths had in the Burning Crusade? It was quite a cool concept, and wouldn't be unfair if all crafting professions would gain at least 1 of those items. - Hydramith (EU-EN), Auryon (EU-DE)

The concept of upgrading a piece of equipment is a very cool idea that we'd love to revisit, but not as a best in slot item. A crafted BIS item removes that entire slot as an interesting drop choice, and it strongly forces players into specific professions. For example, if there is a crafted best in slot weapon, you can bet a vast majority of players will feel obligated to take up blacksmithing, as was the case in the Burning Crusade. The profession perks, which are reasonably balanced, already add an incentive to take professions.


Have you ever considered creating daily quests for professions other than jewelcrafting? - Superpotion (NA/ANZ)

We've mostly considered it for the secondary professions, since they are the most accessible professions to the most players. When we add another large chunk of recipes again, we'll evaluate each profession to see if dailies are a good fit.


Will enchanters ever get the option to create wands again (maybe other caster items as well using a blank template weapon that could be made by blacksmiths), as they tend to be extremely rare outside of the a couple locations and the new ZA/ZG loot tables? - Flayre (NA/ANZ) [/i]

In general, we want to add more fun themed recipes to enchanting like the magic lanterns. Concerning wands, we've been discussing several options, and most everything we could do with them is still on the table.


Will there be a way to distinguish profession nodes on the minimap for those that have two gathering professions? - Discordia (LA)

That’s a good suggestion. We recently added the ability to see your target and focus target on the minimap, but the feedback we’ve received from players is that they clutter up the map too much. Coming up with unique icons that work with only a few pixels might be challenging. We’ll give it a shot though.


Will you provide a way to speed up the acquiring of glyphs usually acquired through research and glyph books? Glyph books (Book of Glyph Mastery) are hard to come by now that people spend so little time in WotLK content. - Furlqt (NA/ANZ), 에르네스트린덴만 (KR), Kånê (EU-ES)

Yes. We will be changing the discovery spells so they can teach all possible glyphs, and the books will simply provide a no-cooldown method to do the same thing.


Are there any plans to make Archaeology more closely connected with other professions? Like make inscriptors able to create scripts of the night elves that would help with the fragments or something like that? - Алонжи (EU-RU)

We feel like we can better tune and balance the archaeology experience if we keep it mostly self-contained. However, we've discussed additional methods for gaining fragments through dailies and potentially as rewards for turning artifacts. Nonetheless, it's quite unlikely that another profession will ever craft keystones or fragments.


Are there any plans to make Chaos Orbs BoA or even BoE? - Mommycow (NA/ANZ)

Yes! They will be unbound in a future patch.


Do you have plans to make gathering professions more attractive instead of making them skills that you would be inclined to take up on one of your alts? - Nanahuatzin (LA)

Yes, this is an ongoing goal. Specialized nodes and raid/dungeon drops for gatherers are a good start. Because gathering professions essentially pull currencies from the ground, we feel they are a valid choice for many players, especially those who want to be self-sufficient.


Are there any plans to change Original and Burning Crusade profession skills so that new players can skill up their profession skills more similar pace with leveling? Low level trade skill materials on Auction House are generally expensive for new players, and new players must feel they are stuck if they should left low level zones just for profession skill up, while they want to increase both of them at same pace. - Whitewnd (KR), Гаркара (EU-RU)

Yes. Definitely. As we move forward, making sure older content has a smooth flow is a top priority. In fact, we have Top Men working on it. Top. Men.


Are there any plans to somehow change Archeology and Fishing, which have become notoriously tedious? Do you have plans to make archaeology more appealing, maybe with puzzles or something else? - Boîndal (EU-DE), Kalani (NA/ANZ), Käworu (LA)

Yes. The dailies help with fishing skill gain, and we plan to add archaeology dailies as well. We've also discussed further incentivizing fishing in pools with faster skill gain.

We would love to add a puzzle mini-game to archaeology, and may do that one day, but we can’t make any guarantees. There are some other ideas floating around for moving between archaeology sites more quickly, and we've been brainstorming for rare random events when you are digging or fishing.

Our overall goal for these professions is that it shouldn't be too difficult to max out your skill, but catching every fish and finding every artifact should be a long journey.
by Published on 2011-05-16 06:31 AM

Legendary Quest - Video Preview
Method released a small video preview of the legendary staff questline, this isn't a complete preview yet but it should give you a pretty good idea of what happens in early stages of the story.



Tier 12 Set Bonuses - Additional Information & Clarification
Originally Posted by Zarhym (Blue Tracker / Official Forums)
Additional Information & Clarification


  • The Fire damage-over-time effects from some set bonuses work like Ignite, and will accumulate and refresh damage just as it does.

  • The Mirror Image summoned by the Mage set (2-piece bonus) does not cause him/her to drop threat. It summons a guardian who appears like the mage and casts Fireballs by his/her side.

  • Mage 4-piece bonus stats: +15% proc chance to Brain Freeze, +30% chance on single critical effect to Hot Streak, and Arcane Missiles will always proc by the 4th cast.

  • The Rogue 4-piece bonus never picks hit or expertise, and never picks the same rating twice in a row.

  • The Warrior 2-piece bonus gets its duration reduced based on the number of talent points the warrior has in Booming Voice. It lasts 12/9/6 seconds at 0/1/2 points spent in Booming Voice.

  • The Hunter 4-piece bonus does not get consumed by shots that do not cost focus.

  • For an image preview of the tier 12 armor sets which have been completed, head to the front page of the community site: http://us.battle.net/wow/en/blog/2705803

Tier 12 Set Bonuses - Feedback
Originally Posted by Zarhym (Blue Tracker / Official Forums)
Below you'll find the latest tier 12 set bonuses for all classes. Nearly all of these should be live on the PTR, if not implemented very soon. We thank you all for the feedback you've provided us thus far, as it's allowed us to make a few necessary tweaks. Feel free to let us know how the current bonuses are looking. Also, be sure to read the additional information in the section below all of the class listings, as it contains a few clarifications based on commonly asked questions about these sets.

Death Knight (Forums / Talent Calculator / Skills/Talents)
  • Blood 2-Piece Bonus: Your melee attacks cause Burning Blood on your target, which deals 800 Fire damage every 2 seconds for 6 seconds, and causes your abilities to behave as if you had 2 diseases present on the target.
  • Blood 4-Piece Bonus: Increases parry chance by 15% for 12 seconds after Dancing Rune Weapon expires.
  • Frost/Unholy 2-Piece Bonus: Your Horn of Winter ability also grants you 3 runic power every 5 seconds for 2 minutes.
  • Frost/Unholy 4-Piece Bonus: Your Obliterate and Scourge Strike abilities deal 6% additional damage as Fire damage over 4 seconds.

Druid (Forums / Talent Calculator / Skills/Talents)
  • Balance 2-Piece Bonus: You have a chance to summon a Burning Treant to assist you in battle for 15 seconds when you cast Wrath or Starfire.
  • Balance 4-Piece Bonus: While not in an Eclipse state, your Wrath generates 3 additional Lunar Energy and your Starfire generates 5 additional Solar Energy.
  • Feral 2-Piece Bonus: Your attacks with Mangle, Maul, and Shred deal 10% additional damage as Fire damage over 4 seconds.
  • Feral 4-Piece Bonus: Your finishing moves have a 20% chance per combo point to extend the duration of Berserk by 2 seconds, and when your Barkskin ability expires you gain an additional 10% chance to dodge for 12 seconds.
  • Restoration 2-Piece Bonus: Your periodic healing from Lifebloom has a 40% chance to restore 1% of your base mana each time it heals a target.
  • Restoration 4-Piece Bonus: Your Swiftmend also heals an injured target within 8 yards for the same amount.

Hunter (Forums / Talent Calculator / Skills/Talents)
  • 2-Piece Bonus: Your Steady Shot and Cobra Shot have a 10% chance to trigger a Flaming Arrow, dealing 80% instant weapon damage as Fire.
  • 4-Piece Bonus: You have a 10% chance from your Auto Shots to make your next shot cost no focus.

Mage (Forums / Talent Calculator / Skills/Talents)
  • 2-Piece Bonus: You have a chance to summon a Mirror Image to assist you in battle for 15 seconds when you cast Frostbolt, Fireball, or Arcane Blast.
  • 4-Piece Bonus: Your spells have an increased chance to trigger Brain Freeze, Hot Streak, or Arcane Missiles. In addition, Arcane Missiles can now be cast while moving.

Paladin (Forums / Talent Calculator / Skills/Talents)
  • Holy 2-Piece Bonus: Healing with Holy Shock has a 40% chance to grant you 6% of your base mana.
  • Holy 4-Piece Bonus: Your Divine Light, Flash of Light, and Holy Light spells also heal an injured target within 8 yards for 10% of the amount healed.
  • Protection 2-Piece Bonus: Your Shield of the Righteous deals 20% additional damage as Fire damage.
  • Protection 4-Piece Bonus: When your Divine Protection expires, you gain an additional 12% parry chance for 10 seconds.
  • Retribution 2-Piece Bonus: Your Crusader Strike deals 15% additional damage as Fire damage over 4 seconds.
  • Retribution 4-Piece Bonus: Increases the duration of your Zealotry ability by 15 seconds. [/li]

Priest (Forums / Talent Calculator / Skills/Talents)
  • Discipline/Holy 2-Piece Bonus: Your Flash Heal, Heal, Greater Heal, and Prayer of Mending spells cause you to regenerate 2% of your base mana every 5 seconds for 15 seconds.
  • Discipline/Holy 4-Piece Bonus: You have a chance when you cast a helpful spell to summon a Cauterizing Flame at the target’s location. Each second the Cauterizing Flame will heal an injured party member within 20 yards for 9250 to 10750. Lasts 5 seconds.
  • Shadow 2-Piece Bonus: While you are in Shadowform, your Shadowfiend deals 20% additional damage as Fire damage and its cooldown is reduced by 75 seconds.
  • Shadow 4-Piece Bonus: While you have Shadow Word: Pain, Devouring Plague, and Vampiric Touch active on the same target you gain Dark Flames, which reduces the cooldown of Mind Blast by 3 seconds.

Rogue (Forums / Talent Calculator / Skills/Talents)
  • 2-Piece Bonus: Your melee critical strikes deal 6% additional damage as Fire over 4 seconds.
  • 4-Piece Bonus: Your Tricks of the Trade ability also causes you to gain a 25% increase to one of your combat ratings at random for 30 seconds.

Shaman (Forums / Talent Calculator / Skills/Talents)
  • Elemental 2-Piece Bonus: Your offensive spells have a chance to reset the remaining cooldown on your Fire Elemental Totem.
  • Elemental 4-Piece Bonus: Your Lava Surge talent also makes Lava Burst instant when it triggers.
  • Enhancement 2-Piece Bonus: Your Lava Lash gains an additional 5% damage increase per application of Searing Flames on the target.
  • Enhancement 4-Piece Bonus: Your Stormstrike ability also increases Fire damage you deal to that target by 6%.
  • Restoration 2-Piece Bonus: Your periodic healing from Riptide has a 40% chance to restore 1% of your base mana each time it heals a target.
  • Restoration 4-Piece Bonus: Your Chain Heal spell no longer consumes your Riptide effect on the primary target.

Warlock (Forums / Talent Calculator / Skills/Talents)
  • 2-Piece Bonus: Your periodic damage has a chance to summon a Fiery Imp to assist you in battle for 15 seconds.
  • 4-Piece Bonus: Your Shadow Bolt, Incinerate, Soul Fire, and Drain Soul spells have a 5% chance to increase all Shadow and Fire damage you deal by 20% for 8 seconds.

Warrior (Forums / Talent Calculator / Skills/Talents)
  • Arms/Fury 2-Piece Bonus: Your Battle Shout and Commanding Shout abilities also cause you to deal 10% increased physical damage for 6 to 12 seconds.
  • Arms/Fury 4-Piece Bonus: Your Mortal Strike and Raging Blow abilities have a 30% chance to trigger a Fiery Attack, dealing 100% instant weapon damage as Fire.
  • Protection 2-Piece Bonus: Your Shield Slam deals 20% additional damage as Fire damage over 4 seconds.
  • Protection 4-Piece Bonus: When your Shield Block expires, your parry chance is increased by 6% for 10 seconds.

PTR Raid Testing Schedule 5/16-5/17
Originally Posted by Ghostcrawler (Blue Tracker / Official Forums)
The next phase of raid testing is as follows:

Monday, May 16
EU 10:30 AM PDT - Alysrazor, 10 player
US 4:30 PM PDT - Alysrazor, 10 player

Tuesday, May 17
EU 10:30 AM PDT - Baleroc, 10 player
US 4:30 PM PDT - Majordomo Staghelm, 10 player

We will be testing on both EU and US PTR realms initially, with other regions to come later. 25 Player and Heroic testing will happen later in the PTR testing cycle.

As always, the schedule can change at a moment’s notice due to issues with the build, server, encounter, or the fickle, fickle nature of designers. The encounters are all a work in progress; there will be bugs and tuning is not final.

Blue Posts
Originally Posted by Blizzard Entertainment
Fire Damage in Firelands
Creatures in the Firelands will not be immune to Fire damage. Giving raid mobs and bosses immunity to a school of magic just doesn't work well, given that some classes/specs are dependent upon the damage output from that school.

Instead, we've themed many of the set bonuses around the Firelands. (Blue Tracker / Official Forums)

DPS classes never benefit from the Dungeon Finder CTA
We recognize it's not the most elegant solution. Ideally we wouldn't offer greater incentives to one player over another based purely on the class role they each fulfill. That said, the disparity in queue times was unacceptable in our eyes, and we saw that sentiment shared throughout the community.

Perhaps there are better ways for us to lower queue times without having to offer additional rewards to the class role in highest demand in the Dungeon Finder, but Call to Arms is a feature we were able to develop in a much more reasonable time frame.

Do we like that your only reward from the Call to Arms feature is a shorter queue time? No. But then, if the queue times were more equal for each class role, we wouldn't have added Call to Arms in the first place.(Blue Tracker / Official Forums)

The MMO Report
It's monday, and time for a delicious MMO Report with the delicious Casey.



Comics
Dark Legacy Comics #288 is out.

by Published on 2011-05-15 11:38 AM

Encounter Journal Preview
The Encounter Journal is finally on the test realms and even if it isn't finished we finally know how much information we will get from it: a lot. The Firelands raid encounters are already there and it looks like Blizzard really wants you to know where you're going before you enter a raid, see the screenshots below.

I also added a small video preview from OMFGCata because every time I forget to post a video from Jesse, a puppy gets sad.






If you're still wondering how much info you can get for a single fight, check the preview of the Ragnaros encounter below. Everything in the preview (except for the picture, I guess) is from the Encounter Journal and not a single bit of it is from extra datamining.


Ragnaros - Encounter Journal Preview (Heroic Version)
Ragnaros, lord of the Firelands, embodies the fury and destruction of the promordial infernos that forged Azeroth itself. Promised the chance to set Azeroth aflame without interference from Neptulon and Therazane, Ragnaros seeks to appease the Old Gods by incinerating the World Tree of Nordrassil.

He has legs now. Who knew?


Stage 1: By Fire be Purged!
IconNameDescription
Sulfuras SmashRagnaros faces a random player and prepares to smash Sulfuras on the platform. The impact creates several Lava Waves which move out in several directions from the point of impact.
Lava WaveA Lava Wave inflicts 70000 Fire damage and knocks back all players it passes through. Targets who are knocked back suffer an additional 20000 Fire damage every 1 sec for 5 sec.
Wrath of RagnarosRagnaros targets a player, inflicting 60000 Fire damage to all players within 6 yards and knocking them back.

In 25 players raids, Ragnaros targets three players.
Hand of RagnarosRagnaros inflicts 30000 Fire damage to all enemies within 50 yards, knocking them back.
Magma TrapRagnaros periodically forms a Magma Trap at a random player's location. The Magma Trap persists for the duration of the battle and will trigger when stepped on, causing a Magma Trap Eruption.
Magma Trap EruptionWhen triggered, a Magma Trap erupts for 60000 Fire damage to all enemies within the Firelands and violently knocks the player who stripped the Magma Trap into the air.

An enemy that triggers a Magma Trap will take 50 additional damage from the Magma Trap Eruption for 30 sec. Stacks.



Intermission: Minions of Fire!
At 70% health, Ragnaros will cast Splitting Blow, wedging Sulfuras into the platform and creating Sons of Flame across the platform. Ragnaros will stay submerged for 45 seconds or until all of the Sons of Flame are destroyed.
IconNameDescription
Splitting BlowRagnaros buries Sulfuras within the platform, creating Sons of Flame that attempt to reach the mighty hammer.
Sons of Flame
Sons of Flame will cross the platform and attempt to re-form with Sulfuras, causing a Supernova if they are able to reach the mighty hammer.
IconNameDescription
Burning SpeedSons of Flame move faster as their blaze burns hotter. Their movement speed is increased by an amount equal to every 1% health they have above 50% health.
SupernovaIf a Son of Flame reaches Sulfuras, the elemental will explode in a Supernova, inflicting 90000 Fire damage to all players within the Firelands.



Stage 2: Sulfuras will be Your End!
IconNameDescription
Sulfuras SmashRagnaros faces a random player and prepares to smash Sulfuras on the platform. The impact creates several Lava Waves which move out in several directions from the point of impact.
Lava WaveA Lava Wave inflicts 70000 Fire damage and knocks back all players it passes through. Targets who are knocked back suffer an additional 20000 Fire damage every 1 sec for 5 sec.
World In FlamesRagnaros periodically engulfs one third of the platform in flame every 2.6 sec for 13 sec. Inflicting 70000 Fire damage to players caught in the conflagration.
Molten SeedRagnaros forms a Molten Seed at the location of 10 random players, inflicting 55000 Fire damage to all players within 6 yards. After 10 sec the Molten Seed will burst in a Molten Inferno.

In 25 player raids, Ragnaros targets 20 players.
Molten InfernoWhen Molten Seeds burst, they cause a Molten Inferno that inflicts 100000 Fire damage to all players who are near the Molten Seed. The damage decreases the farther away the target is.

Following the Molten Inferno, a Molten Elemental is created at the location of the Seed.
Molten ElementalThe Molten Elemental is spawned from a Molten Inferno. It will attack and fixate on a random player.
Molten PowerThe Molten Elemental is empowered by nearby Molten Elementals, increasing its damage done by 25% and causing it to be immune to Snare effects.



Intermission: Denizens of Flame!
At 40% health, Ragnaros will cast Splitting Blow, wedging Sulfuras into the platform and creating Sons of Flame. Ragnaros will stay submerged for 45 seconds or until all of the Sons of Flame are destroyed.
IconNameDescription
Splitting BlowRagnaros buries Sulfuras within the platform, creating Sons of Flame that attempt to reach the mighty hammer.
Sons of Flame
Sons of Flame will cross the platform and attempt to re-form with Sulfuras, causing a Supernova if they are able to reach the mighty hammer.
IconNameDescription
Burning SpeedSons of Flame move faster as their blaze burns hotter. Their movement speed is increased by an amount equal to every 1% health they have above 50% health.
SupernovaIf a Son of Flame reaches Sulfuras, the elemental will explode in a Supernova, inflicting 90000 Fire damage to all players within the Firelands.
Lava Scion
One Lava Scion will form on each side of the platform.
IconNameDescription
Blazing HeatThe Lava Scion inflicts a random target with Blazing Heat, causing them to create a trail of Blazing Heat in their wake. Blazing Heat inflicts 50000 Fire damage every 1 sec and heals Sons of Flame and Lava Scions for 10% every 1 sec.



Stage 3: Begone From my Realm!
IconNameDescription
Sulfuras SmashRagnaros faces a random player and prepares to smash Sulfuras on the platform. The impact creates several Lava Waves which move out in several directions from the point of impact.
Lava WaveA Lava Wave inflicts 70000 Fire damage and knocks back all players it passes through. Targets who are knocked back suffer an additional 20000 Fire damage every 1 sec for 5 sec.
World In FlamesRagnaros periodically engulfs one third of the platform in flame every 2.6 sec for 13 sec. Inflicting 70000 Fire damage to players caught in the conflagration.
Summon Living MeteorRagnaros calls down an increasing number of Living Meteors over time, inflicting 65000 Fire damage to players within 5 yards of the location.
Living MeteorThe Living Meteor will fixate on a random target and chase them. A player that gets within 4 yards of the Living Meteor will trigger a Meteor Impact, inflicting 500000 Fire damage to enemies within 8 yards.
Meteor ImpactA player that gets within 4 yards of the Living Meteor will trigger a Meteor Impact, inflicting 500000 Fire damage to enemies within 8 yards.
CombustibleThe Living Meteor is highly Combustible. When attacked, it will cause Combustion, knocking it back several yards away from the enemy that hit it. Combustible is removed for several seconds after Combustion is triggered.
CombustionWhen Combustible is active, the Living Meteor is knocked back several yards from the enemy that hit it.



Stage 4: The True Power of the Fire Lord
The Fire Lord unleashes his full power and is able to move freely around the platform. Players have the aid of powerful heroes of Azeroth to support them.
IconNameDescription
SuperheatedRagnaros is at his full power and is now Superheated, inflicting 2000 Fire damage every 1 sec, increasing damage taken from Superheated by 10%. Stacks.
Empower SulfurasRagnaros begins to Empower Sulfuras. After 5 sec, Sulfuras becomes Empowered and attacks made by Ragnaros cause Flames of Sulfuras, influcting 500000 Fire damage to all enemies within the Firelands.
Flames of SulfurasWhen Sulfuras is Empowered, attacks made by Ragnaros cause Flames of Sulfuras, inflicting 500000 Fire damage to all enemies within the Firelands.
DreadflameSulfuras creates a Dreadflame at two nearby Locations. The Dreadflame multiplies rapidly and spreads across the platform. Dreadflame inflicts 35000 Fire damage and an additional 3500 Fire damage every 1 sec for 30 sec.

In 25 players raids, Dreadflame will strike five locations at once.
Magma GeyserRagnaros will target a Magma Geyser whenever he notices four players in a cluster together. The Magma Geyser inflicts 55000 Fire damage every 1 sec and destroys any nearby Breadth of Frost.
Cenarius
Cenarius is a demigod, the son of Malorne and Elune, and the patron of all of Azeroth's druids. Cenarius will support the raid by freezing Living Meteors and reducing the damage caused by Superheated.
IconNameDescription
Breadth of FrostCenarius forms a Breadth of Frost at a nearby location. Any Living Meteors that enter the Breadth of Frost are frozen and take 15000% additional damage. Additionally, players who stand within the Breadth of Frost are immune to Superheated damage and have the Superheated debuff removed from them.
Hamuul Runetotem
Hamuul Runetotem is a tauren druid and leads the druids of Thunder Bluff. In Mount Hyjal, he assists Ysera in protecting Nordrassil from Ragnaros. The arch druid will support the raid by entrapping Ragnaros.
IconNameDescription
Entrapping RootsArch Druid Hamuul Runetotem forms Entrapping Roots at a nearby location. If Ragnaros enters the area of the Entrapping Roots, he will become stunned for 10 sec and take 50% additional damage while stunned.
Malfurion Stormrage
Malfurion Stormrage is an ancient and powerful night elf druid. He leads the army of Cenarius in the Defense of Mount Hyjal against the forces of Ragnaros.

Malfurion will support the raid by protecting players from Dreadflame.
IconNameDescription
CloudburstMalfurion forms a Cloudburst. The players who interacts with the Cloudburst will be surrounded with a Deluge. Deluge makes the player immune to Dreadflame damage, and also allows the player to extinguish any nearby Dreadflame.

In 25 player raids, up to three player can use a single Cloudburst.
DelugeMakes the player immune to Dreadflame damage, and also allows the player to extinguish any nearby Dreadflame.

Site Navigation