1. #1

    Ragnaros transition phase 10 man normal help please

    Hiya guys,

    We are going back to ragnaros tonight and the last time we were there we were getting to the first transition but wiping in spectacular style.

    So does anyone have an idots guide to the transition phase?Do the sons of flame appear in the same place every single time? do you assign people in the raid to stun particular ones?

    If you can explain how you go about it i would be really appreciative of it.

    Please only helpful comments as im not looking to be told how rubbish we are or any other of the idiotic comments that trolls generally leave.

    Thanks in advance to the helpful types


    Ok additonal info as requested

    My raid composition is likely to be as follows

    2 x Pally Tank

    Arc mage, Frost DK, Demo lock, Destro lock, MM hunter

    1 x holy Pally, 1 x resto druid and i have a resto shammy but he will probably go ele for tonight even though we used 3 healers last time.

    alternatively i have a shadow priest i could take in place of the shammy
    Last edited by grenraven; 2011-09-20 at 09:32 AM. Reason: extra info

  2. #2
    Blademaster
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    If you provide us with more info we can probably help you a bit more. Give us your Raid Composition, how many dps/heals? When we worked on him for the first time we would assign people to certain adds. The adds closest to the hammer need to be controlled/dpsed down asap. Stuns/slows should be applied to all adds as much as possible, if you have a dk tell him to be aware and save his death grip for any add that is rushing the hammer. Also knockbacks from either a boomkin or ele shaman are extremely helpful during progression time, they sorta work as a safety blanket lol. Good luck.

  3. #3
    Deleted
    If the hammer's going down in the middle you should assign your DPS evenly to each side to make sure they're going down.
    If it's on the far right / left assign either one strong DPS (fury warrior in our case) to kill both sons or a melee and someone slowing / grabbing them.
    Assign the rest to slow those closest to the hammer (rogues for example) and ranges to kill the adds that are spawning further back.

  4. #4
    The sons spawn in set places per hammer location (so 3 patterns). Everyone needs to memorize the patterns, and need to know where to go for each of the 3 patterns. We use 3 stuns (2 tanks + pally healer), and for phase 1.5 (first transition), each tank can easily take out a son by themselves. If your # of DPSers + stunners is less than 8, you may have a trouble (knockback provided by Moonkin/Ele Sham can help in this case). Stronger burst DPS (usually melee) should be assigned to the sons closer to the hammer.

    Make use of the "slow" mechanic of the sons - they cannot be slowed by normal means, but when they reach 50% HP, their movement speed is significantly reduced, so much that you can let them run free while you take down other sons with higher HP. At first it may be very overwhelming, but once the DPSers get used to the priorities and learn how to maximize their burst DPS, it becomes much more manageable.

  5. #5
    Deleted
    How I assign dps to adds on transitions:

    Transition 1, count from the left: 1 melee, 2 knockback, 3, 4, 5, 6 doesn't really matter, any class can handle 1 add no problem. 7 +8 = tanks.

    Transition 2: Count from where the hammer is: left you count from left, right you count from right

    1 = melee, 2 = knockback, 3 strongest burst, 4 = weakest burst. 5+6 = knockback or high burst. 7 is dealt with by the people assigned to 1+2, with a little help from the person on 8. Number 8 is best to be a non dot class, so arcane mage is good. Their task should be to nuke it sub 50% and let it trail along so you don't have more time to deal with the big adds.

    Transition 2: If hammer is in the middle. count from the left.

    1 + 2 = who was on 5+6, 3 worst burst, 4= knockback, 5 = melee 6= best burst 7 is dealt with by 5 and 6 and 8 is again left to trail by a non-dot class.We also pop hero at the start of this phase, which lasts till the adds are near to dead.

    GET PEOPLE TO WRITE THEIR ASSIGNMENT DOWN ON A PIECE OF PAPER. people will forget mid fight and cause wipes if they do not have quick reference mid fight.

  6. #6
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    What we do is we have DPS assigned to the first three sons on either side of the hammer. If the hammer hits in a way that makes only 2 sons spawn on one side, the DPS that was assigned to the third add on the short side just helps out on the side which has the most adds. It works very well every single time, even though we don't have a lot of stuns. (Hammer of Justice is our only stun, aside from warriors' Intercept). Just focus on getting the adds below 50% before anything else, as their speed is slowed down dramatically at that point.
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  7. #7
    Deleted
    you have 3 pallys ...get them to gylph there AoE stun we use a pally healer and ret pally one either side of the hammer they stun anything that comes close
    at the start before the fight begains split your raid into groups one and two have a tank and healer in each group make sure there is one pally in each group
    let everyone know group one goes left group two goes right if the hammer fall is even have a pally and 1 dps assigened to go to the short side if the hammer is uneven (2 sons on one side rest on other)
    on T2 have everyone keep the same sides/assigments except one tank picks up add and hunter misdirects other to your add tank this gives you the other tank to help with sons and move back to rag quick while the adds are taken care off

  8. #8
    Almost always what is happening is your dps aren't switching when the add hits 50% and therefore they don't have time to get all the adds down...at least that's what happened to us initially. That's about it really, have people use their stuns (there is no slow that works except the under 50% mechanic so don't try) and knockbacks/death grip for any that try to get away. Finally, definitely don't 3 heal the fight, there's just no reason to.

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