11-22-2005, 02:31 PM
Bolty,Nov 22 2005, 08:23 AM Wrote:Issue 1) Ragnaros' AE knockback doesn't just knock you back. Sometimes it knocks you sideways. The mages in my group didn't have the advantage I had - I planted myself against the back wall of the ranged DPS group area. They had to move up some to get in range of Ragnaros, and that made them vulnerable. So just about every AE knockback, one of them would get flung sideways across the room - I could not abandon my post and had to leave them for dead.
An important point. Ragnaros has actually two AE knockbacks. One of them, Wrath of Ragnaros ("Taste the flames of Sulfuron!") is on a timer and is warned by CTRA. It also only hits targets in melee range. The other is simply called "random explosions" ("By fire be purged!"), targeting a random player, usually standing on the outer rims, and blowing everyone around that player away. As you might expect from the name, they're on a random target and at random times.
If you're healing a ranged DPS group, ignore the CTRA calls. They're timing an attack that won't hit you.
Quote:A) Will better fire resist actually help against this knockback?
FR will protect against both sorts of knockback.
Quote:With my rear firmly planted against the ranged DPS wall, any knockbacks that flung me sideways would bump me up against a crop of the wall and put me back down safely (sans the huge fire damage, of course).
Staying close to the wall helps a lot. The key is to avoid being too far out in front of a low area of the wall, as then a random explosion can golf you over the wall into the lava behind.
Quote:Issue 2) We need to get more DPS on Ragnaros, and I have no idea how. I hear of experienced guilds getting Ragnaros down to 40% health before the first Sons of the Flame spawn, and notice that we're only getting Rag down to 70-75%. It can't solely be gear, there's something we're not doing "right" and I can't figure out what it is. Perhaps too many of us are dying too soon. More fire resistance on DPS'ers will help with that, of course.
70-75% is a good start. Many guides stress getting to that 40-mark, but it's not strictly necessary. If you can keep everyone alive, it's okay to just get him down to 49-50 or so. Greater Fire Protection Potions help with this, as they keep more DPSers alive longer, and prevent spell interruptions from random sources of fire damage. As you note, there is a gear issue as well. Increased use of consumables can offset this - elixirs of the mongoose, elemental sharpening stones, arcane elixirs, etc. The only other thing I can think of is that you might be delaying your DPS call too long. You should be fully engaged on him within, oh, five or so seconds of your MT going in.
Quote:Issue 4) Sons of Flame. Ergh. Even with the collapse, the fact that these buggers spawn all over the place wreaks havoc. But there are "straggler" ones that spawn way out on the west side rim, between where we had the melee DPS and ranged DPS groups. [right][snapback]95490[/snapback][/right]
With only a couple of main tanks, there are probably at least three warriors in DPS mode with the melee DPS. These three can spread out to cover the west side - they should be hopping to the outer rim at the 20 second call. You might want to put additional druids as melee healers as well, since they should drop into bearform and can tank a son on the spawn waves as well.