Ragnaros performs another Splitting Blow, and the Sons of Flame must be killed and prevented from reaching Sulfuras as in Intermission 1. In addition, each tank must pick up a Lava Scion. While still alive, Lava Scions will periodically afflict players with Blazing Heat, which will periodically drop fire patches that damage players while healing Sons of Flame. These players should move to the back of the platform. They still need to deal with their Sons of Flame as do the tanks ; however, players must be 'very' careful not to allow Sons of Flame to pass through fire patches, which will both heal them and return them to full speed.
Especially on Heroic Mode, it is vital to use the full transition time 45 seconds to bring the Sons of Flame to as low as possible before Phase 3, as they will continue to cast Blazing Heat. Be careful not to leave the Sons of Flame alive after Ragnaros emerges, as they will explode. Lava Scions, if left alive, will continue to cast Blazing Heat on players.
In addition, players must contend with a new element in this phase: Living Meteors. This is a good time to use Heroism. Several seconds into the phase, Living Meteors will begin to spawn. Each player targeted by a Living Meteor should move toward the rear of the platform, and then to the far corner, so that the meteor will be away from other players as much as possible.
When the meteor corners a player, that player should use a direct ranged attack on it, which will cause the meteor to target someone else. Note that the meteors spawn in increasing numbers - the first two spawns will only trigger 1 meteor each, while the third and fourth drop 2 each.
Any player who doesn't normally use a ranged attack may wish to hotkey one in advance, e. Shadow Word: Death for healing priests or Moonfire for feral druids.
Instant attacks are best. Ragnaros has significantly more health, and all abilities deal significantly more damage. This debuff lasts 45 seconds and stacks; thus, Magma Traps must not be popped too frequently. Transition 1: Sons of Flame now spawn in random locations around the platform, rather than 8 fixed zones. This requires the use of swing groups to take care of inconvenient spawn locations. In particular, Death Grips and Knockbacks are invaluable.
This means that if grouped up, players will not be able to survive hits by Molten Elementals. To deal with this, players should stack up and move as the Molten Seeds drop - this will group up the Elementals - and move far away while remaining within range.
When the seeds explode, players should AoE while running away, aiming to kill the elementals before they reach and wipe the raid. In addition, Engulfing Flames is now replaced by World in Flames. Ragnaros will cast 3 Engulfing Flames on the platform in quick succession. Players must stand at the "borders" between where Engulfing Flames spawn, and dance to avoid each set of flames.
Transition 2: Same as Transition 1 with the addition of 2 Lava Scions that must be tanked. Players should try to get the Lava Scions as low as possible before pushing into Phase 3, while minding the 45 second timer.
At this point, it is an all-out DPS race to try to push Ragnaros to his next phase before his third spawn of Living Meteors, as this will spawn 2 meteors bringing the total to 4, which the raid will be unable to deal with in Phase 4. Living Meteors from Phase 3 persist in this phase and must be knocked back and kited. Ragnaros also uses 3 main abilities, each of which is partially countered by a helpful buff received from the Archdruids that join the fight.
Superheated: Ragnaros will quickly stack a fire damage DoT on the raid. The raid should stand in the Breath of Frost provided by Cenarius, which will reset all current stacks on players and grant immunity to further stacks. Cenarius will spawn two Breaths of Frost, upon the third Breath spawning the first will despawn.
This will continue, leaving at most two Breaths up at one time. Living Meteors: Upon the second spawn of Breath of Frost, players should group in the more convenient Breath at the time based on dreadflame positioning , and move a Living Meteor into the second Breath. If done correctly, the Meteor will be temporarily frozen and vulnerable to damage and should be killed during this time.
The raid should continue freezing and killing Meteors any time two Breaths are up, until all meteors have been destroyed. Empower Sulfuras: Entangling Roots marked by green circles on the ground will be periodically generated by Hamuul. When Ragnaros is kited onto the area, he will be temporarily stunned and take increased damage. While this may seem tempting, the Roots are best used to counter Ragnaros' Empower Sulfuras ability.
Upon receiving this buff, Ragnaros should be taunted by an off-tank and kited into the Roots. When done properly, the Empower Sulfuras buff will expire before Ragnaros breaks free. If the roots are not available due to previous mistakes , Ragnaros will need to be "taunt-kited" back and forth until his buff fades. Druids can down him too, if got the right gear. The second boss is nearly impossible to solo by any class. The Overlord is soloable by all three classes.
The first drake is solobale by Classes 1, 2 and 3 no rogues. The third drake is soloable by Death Knights Paladins and Hunters tried it many times on Warlock, but no luck The three-headed dragon is soloable easily by Hutners and Class 1. Bosses that drop gold - All. Temple of Ahn-Quraj - This raid is in the Silthius. Generally, mostly soloable by all four classes. Easy run.
Gold amount that can be eanred - gold. Ruins of Ahn-Quraj - Same as Temple, most bosses are soloable by any class and drop abit more gold. Usually an easier. Boss drops around gold. All bosses drop gold. Hunters cant hold all agro at some bosses and get screwed Bosses that drop gold - All Gold amount that can be earned - Gruuls Lair - This is a one boss raid, soloable by any three classes. Gold amount that can be earned - Vault of Archavon - Yes, a joke, but i saw Death Knights solo this.
Gold amount that can be earned: 10 man , 25 man. Gold amount that can be earned - 10 man , 25 man. Here, one, pulls mobs, kills them, and gets loot. This might take a while, but it is really a great way to get gold. Depending on the amount of epic drops. Icecrown Citadel - Bosses Oh yes, our final part of the list. This is the final dungeon of the Wrath of the Lich King expansion. It is soloable, and some videos on YouTube show people solo bosses while in 3.
I will not post them here, since it will be a violation of people's copyrights, but you can find some in the comments below. Loot: All of the bosses drop gear, money, emblems. This is when you sell gear to other people, directly from the loot, for more information see the "Alt Run" below. Rogue Section This is a section for all rogue fans out there.
I have added some information about rogues, and here is the basics you need to know: To solo as rogue you will need to have the following: 1.
For rogues, there is no Block, so rogues will have to make off Dodge and Parry. Due to the Hardcap, impaled by Blizzard in one of the 2. You cant possibly go any higher then that, so you will have to manage with Parry. Things you can concider, that will make it easier: First of all, you won't be able to go Assasination or full Sub tree. You will need to make a hybrid spec, which contains the best elements of Assasination and Combat.
For combat, you might want to look in: Ailities that increase Dodge and Defence rating. Abilites that increase Parry Rating. Gonna start trying to fix it up in "all my spare time" lol. Post by adashiel I've been soloing MC every week myself for Hydraxian rep.
Baron Geddon and Ragnaros gave me some trouble at first due to the fall damage, but that's a non-issue for me now. The core hound packs were also annoying, but I've found you can avoid aggroing them entirely if you're careful.
For Geddon, there's a large rock near Shazzrah you can clamber on and pull Geddon to. If you're looking at Shazzrah, it's to your right, bordering the lava. The falling damage you'll take from Living Bomb will be minimal if you stand on top of it.
As far as Ragnaros, the first few times I fought him I tried finding the sweet spots to land in the lava during the knockbacks, but there was just too much margin for error. So now I take advantage of my class and profession abilities that mitigate fall damage, and stay out of melee range when they're not available.
He can, after all, only use Wrath of Ragnaros the big knockback if you're in melee range. As a protection paladin and engineer, what I generally do is engage him until he tosses me, and then either bubble or parachute.
After that, I stay out of melee range until my next cooldown is up, using what few ranged damage attacks I have to whittle him down a little. Then I go back in until the next swat. You'll get hit with Magma Blast and Hand of Ragnaros when you're at range, but the damage is manageable at level 85, at least if you can heal a little.
I could probably do the entire thing in less than an hour, but I'm using my Standard of Unity for a little extra reputation per kill. It has a ten minute cooldown, so I usually kill trash while I'm waiting on it. For the record, I am still annoyed you don't get any reputation for making Executus submit. Sure, you're not actually killing him, but it's still a boss fight. It's been that way since the beginning, though, and I very much doubt it will change. Post by Problimatic Thanks for the info, trying to make some of the changes and such, also notes on some of the wowhead Molten Core boss info, you should probably take Draconic for Dummies , The Eye of Divinity , and Ancient Petrified Leaf off of the drop lists as these items are no longer in game.
As you know there is only one version of Molten Core 40 man so just some minor changes to be made there :. It's easy, the only one I have trouble with is Garr. I go Arcane for the fights with no adds, and I go Frost for the other fights.
For Garr, make the Water Elemental tank the adds while you kill Garr. I can do Executus with another mage, and I could probably solo Ragnaros, though I haven't tried it yet. Post by slasher Just some formatting ideas, that I think may work nicely. Also would love spoiler text for making formatting easier. Notice: this curse appears for death knights to double the Runic Power used from spells that use Runic Power, and requires you to have double the normal runes to cast a rune spell, however it does not for some reason take 2x the runes to use.
Strategy- Kill the 2 adds around him before you kill him simply to reduce damage taken as they die easily. I'll be sure to look in to this. My understanding was a lot of the fights were difficult simply from all of the damage with no real source of heals. Also I now realize that wrath of Ragnaros only hits you if you are in melee range so therefore the rag fight for any ranged dps is simply a race of who can kill who the fastest.
In addition to Executus being difficult however, is the sulfuron Harbringer encounter diffiuclt for you to solo as there are many adds capable of healing one another. However even with this info I probably wouldn't suggest in this guide mage as one of the best to solo with due to the multiple issues as mentioned in some fights.
Though virtually any 2 classes can duo Molten Core it seems. Example a Mage and a warlock, ignoring boss mechanics, each pulling With 2 people just providing constant dps at 85, there is little to no chance of failure for 85 duoing molten core. Post by Ashelia Thanks for the info, trying to make some of the changes and such, also notes on some of the wowhead Molten Core boss info, you should probably take Draconic for Dummies , The Eye of Divinity , and Ancient Petrified Leaf off of the drop lists as these items are no longer in game.
As you know there is only one version of Molten Core 40 man so just some minor changes to be made there : The 10man listing is a brand new error we caught last week and are fixing it's for all old world encounters. However, the items should be updated so good catch! We'd appreciate it. Post by Problimatic Just some formatting ideas, that I think may work nicely. Also Ashelia, I'll remember to do that next time, just remembered those had been removed from game looking at the loot tables, so added it in the post I was already making.
I'll try that tomorrow when I farm for the bindings. Also, you can heal yourself with the gylph of Evocation, what I do is either pop Mirror Image so that they take aggro and then use Evocation, or Blink far away from my elemental, Ice Block, the boss goes to my elemental, dispel the Ice Block, and Evocate while he's running back to me.
Don't suggest mage as one of the best to solo. I just wanted to say that it's possible. Post by Atik Warrior Lucifron: 1 Magmadar: 7 Gehennas: Garr: 6 Shazzrah: 6 Baron Geddon: 6 only because there is a spot with no falling damage really otherwise 10 Golemag the Incinerator: 9 long fight with 2 strong adds with less than par self heals Sulfuron Harbringer: 9 in Prot, Idk about Fury though.
Executus: 5 would be higher but adds with only 30k health is still easy provided you can down them fast enough Ragnaros: 10 unless you manage to find a spot where you take no falling damage every time from wrath of ragnaros I can't even understand what you are doing here.
Lucifarion is long, and takes a decent amount out of me. He is more annoying than challanging though because I go afk until his curse wears off. Magmadar is super easy, even without clearing the core-hound packs. Panic times perfectly with the CD of Berserker's Rage, and is a minimal threat at worst. Garr should be marked as zero. Baron Geddon is pure flamming evil. He is the only one I would put higher on difficulty.
Golamagg doesn't hit that hard. I usually go battle stance just to burn him down faster. Shazzrah is such a joke, nothing even remotely scary about his fight.
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