ragnaros

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  • Know Your Lore: The top 10 lore reveals of Cataclysm, part 1

    by 
    Matthew Rossi
    Matthew Rossi
    12.28.2011

    The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. Spoilers for every single Cataclysm raid and zone to be found here. On the whole, Cataclysm has revealed a great deal of lore for the Warcraft universe. We've been to all four of the elemental planes and destabilized two of them by destroying the elemental lords who were effectively the dictatorial forces of their respective elementals. As of this writing, only Therazane remains as undisputed master of her elemental plane. (Indeed, with the destruction of Deathwing, she's actually in a stronger place than she was.) We've seen the Twilight's Hammer cult rise to world-shaking prominence and played a role in setting them back by destroying Cho'gall. We've finally managed to balk them on the eve of their Old God masters' final triumph by destroying Deathwing just as he was about to unleash an even more destructive assault on Azeroth than his first. The Dragon Aspects lost their immortality just after we discovered that there were actually safeguards in place to appoint new ones. We discovered the secret land of Uldum and its Titanic ruins, and we prevented the activation of the Halls of Origination at Deathwing's behest and discovered the connection between the Qiraji and Uldum. We also saw the war between the Alliance and Horde begin lurching toward a new phase. We discovered the fate of Gilneas and the Gilneans, saw tantalizing hints as to the development of the goblin people and their mysterious kajamite, and even more. It's been an eventful expansion in terms of what it established. For the next couple of weeks, I'm going to talk about where Cataclysm took us and what we discovered.

  • 1,000 guilds have killed heroic Ragnaros

    by 
    Mathew McCurley
    Mathew McCurley
    11.16.2011

    GuildOx, one of the premier guild ranking and data sites for WoW raiding, reports that 1,000 guilds have defeated the heroic Ragnaros encounter in Firelands. This number represents 2% of the entire pool of active raiding guilds, as well as 4.2% of the guilds that are raiding heroic Firelands content. If that doesn't put things into perspective for you with regard to Blizzard's trying to make raiding more accessible, I don't know what will. Interestingly, 76% of the heroic Ragnaros kills have been completed in 10-man raids, with 24% of the kills in 25-man groups. Ten-man raiding has certainly made endgame raiding significantly more accessible, and 25-man only guilds seem to be struggling to keep their numbers as high as they once were, especially when the 10-man versions of the encounters are more accessible.

  • Spiritual Guidance: Ragnaros and closing the curtains on the Firelands

    by 
    Fox Van Allen
    Fox Van Allen
    11.09.2011

    Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. On Wednesdays, shadow priesting expert Fox Van Allen comes from out of the darkness to bask in your loving adoration. Change is in the air. I can smell it. Patch 4.3 is on its way in a few weeks, which means that patch 4.2 is drawing to an end. It's been a wild ride, filled with flying shadow priests and ... well, really, all of the rest kind of pales in comparison to how awesome it was to don wings of fire and play Starfox for a while. Shadowy Starfox. With melted faces. Before we can move on to patch 4.3, however, we have a bit of a loose end. Ragnaros is still alive and kicking in the Firelands. For real closure on this patch, we need to go in there and defeat him. Don't worry, it's not "too soon." Ha. See what I did there? I took that thing he says, and then I said it myself. It's a joke. It's funny. Man. Funny stuff. Anyway, let's go in there, beat him up, and steal his lunch money. OK?

  • The Light and How to Swing It: Overthrowing the Fire Lord

    by 
    Matt Walsh
    Matt Walsh
    09.23.2011

    Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Protection specialist Matt Walsh spends most of his time receiving concussions for the benefit of 24 other people, obsessing over his hair (a blood elf racial!), and maintaining the tankadin-focused blog Righteous Defense. Ragnaros, the Fire Lord, returns from vanilla WoW with a flaming vengeance as the last boss of the Firelands. Thanks to the recent hotfix nerfs or the culmination of weeks of hard work chipping away at the raid, many groups will be running up against Ragnaros for the first time and throwing their bodies at his waves upon waves of fiery doom. As a whole, the fight isn't particularly intensive to tank -- there's no real equivalent to Nefarian's add phase here for tanks -- but it's still going to be a challenge. This encounter is the ultimate "don't stand in bad" and will require your utmost attention to avoid being burnt to a crisp in an unfortunate moment of tunnel-visioning. Strap on those attention goggles, zip up that flame-retardant suit, and glyph that Divine Protection. We've got an elemental lord to cast down.

  • Encrypted Text: Rogues do it from behind

    by 
    Chase Christian
    Chase Christian
    09.14.2011

    Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. The best way to improve your DPS is to attack more. I'm not talking about stacking haste so that your attacks are swift as lightning, but rather about not missing any opportunities. In order for a rogue to deal maximum damage, he needs to be in melee range of something that needs to die at all times. Staying in melee range can be difficult, as bosses are always tossing out pools of fire and knocking us back into the walls. Rogues need to be tenacious; we need to be vicious dogs that won't let go of our prey for any reason. We need to hustle between targets, minimizing the amount of time we see "Out of Range" at the top of our screen. In order to ensure that we're on our targets at all times, we need to learn about how melee mechanics work.

  • Firelands raid changes incoming

    by 
    Mathew McCurley
    Mathew McCurley
    09.12.2011

    With the upcoming release of patch 4.3 and the final fight with Deathwing, Blizzard is reevaluating encounter difficulty in all Firelands normal and heroic mode encounters. Over the next few weeks, Blizzard will be toning down the encounters in Ragnaros' home turf to allow more groups to clear and complete the content before the final raid. It appears that the cuts will be coming to both regular and heroic modes, with about the same effect as the 4.2 changes to the first tier of Cataclysm raiding. The difficulty of Firelands will begin to be hotfixed the week of Sept. 19. I think that the Icecrown Citadel approach, nerfing raiding content as the tier progresses, is an excellent move by Blizzard to keep raiders playing and trying encounters they may have fallen just short on progression. World firsts have already happened, and that race is long over. Now, groups that weren't working on the content as intensely now have their shot at checking out some of the great encounters in Firelands.

  • Encrypted Text: Rogue tips and tricks for Firelands, part 5

    by 
    Chase Christian
    Chase Christian
    08.24.2011

    Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. The first time I faced Ragnaros, I was invited to soak up gear in a Molten Core run. The only reserved item was Perdition's Blade, as one of the guild's veteran rogues had been waiting for it for weeks. Of course, as soon as we Ragnaros packing, that infamous dagger was left behind. The master looter tried assigning it to the experienced rogue, but his name didn't show up in the looting console. He had fallen asleep during the Majordomo encounter, and because he didn't participate in the Ragnaros kill, he was ineligible for the weapon. As the only other rogue present, I was given Perdition's Blade by default. Drunk with power, I killed hundreds of priests and warlocks over the next few days, just because I could. When I heard that we'd be facing Ragnaros again, I immediately started salivating at the thought of scoring a Perdition's Blade 2.0 from his fiery corpse. When I found out that Rag still drops a Sulfuras for the warriors but doesn't have a single dagger on his loot table, I was pretty upset. He's had like six years to forge a new Perdition's Blade for me, but apparently he spent all of his time building an army instead. Forgetting to make a new dagger will be Ragnaros' biggest mistake, as I will have my revenge by sharing all of my tips for killing him with you.

  • Spiritual Guidance: More priest's notes for healing The Firelands

    by 
    Dawn Moore
    Dawn Moore
    08.22.2011

    Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Dawn Moore covers the healing side of things for discipline and holy priests. She also writes for LearnToRaid.com and produces the Circle of Healing Podcast. This week, I'll be finishing up my notes on the bosses of the Firelands. Pretty good timing, since some of patch 4.3's content was just announced, don't you think? Yeah, yeah, yeah -- I know you're too busy trying to figure out your transmogrified outfit, right? Well, don't forget there is plenty of good-looking gear in the Firelands, too! I know that I'd definitely rank looking like a giant oven mitt in my top five. First, I wrote about the first four bosses (Shannox, Lord Rhyolith, Alysrazor, and Beth'tilac) last week. This week, we're wrapping up the final three. All my boss guides assume you know the basic mechanics of the fights already.

  • The Light and How to Swing It: Healing against Ragnaros

    by 
    Chase Christian
    Chase Christian
    08.21.2011

    Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome. What is it with bosses in WoW not learning from their mistakes? We've had to put an end to Kel'Thuzad's sick experiments in two different expansions, while Nefarian actually rebuilt his sister so that we could fight the two of them again. Nobody can forget Kael'thas' infamous return, and I know I've killed Anub'arak like 12 different times now. It seems now that Molten Core was merely a setback for everyone's favorite Elemental Lord, Ragnaros the Firelord. Ragnaros must've missed the memo about Al'Akir falling to our might, or else he might've hired a few more majordomos. Ragnaros isn't a difficult fight for healers, at least not specifically. There's plenty of damage getting tossed around, but nothing terrible life-threatening. I would liken the encounter to Heigan of Naxxramas, where positioning and reaction times were more important than raw throughput. Ragnaros has two types of damage: damage that's simple to heal through, and damage that will instantly kill you. If you can teach your raid to avoid the one-shot abilities, then you'll have no problem dealing with everything else.

  • Ready Check: WoW Insider's guide to Ragnaros

    by 
    Tyler Caraway
    Tyler Caraway
    08.19.2011

    Ready Check helps you prepare yourself and your raid for the bosses that simply require killing. Check back with Ready Check each week for the latest pointers on killing adds, not standing in fire, and hoping for loot that won't drop. This is it, folks, the end of the the line. We have already faced down the rest of his minions: Shannox, Beth'tilac, Lord Rhyolith, Alysrazor, Baleroc the Gatekeeper, and Majordomo Staghelm. All that remains is to challenge Ragnaros himself. The battle to reach the Sulfuron Keep has been long. Each encounter offers a new challenge for players to overcome, but none of those fights holds a candle to what remains. Ragnaros is no pushover; any player seeking to bring down the Lord of Fire should be amply prepared. One thing worth mentioning about the Ragnaros encounter is that very little of it is gear-dependent. If you are capable of reaching him, then you are more than capable of taking him down. More of the fight relies upon flawless execution of the mechanics than it does the raw output of your raid group. Should your group struggle to down him, don't fret. This is an encounter that takes time -- time to learn the ins and outs, how to move, what to do, and how to deal. Keep at it; things will click eventually, and suddenly he becomes cake.

  • Breakfast Topic: What happens when a raid ends early?

    by 
    Mathew McCurley
    Mathew McCurley
    08.16.2011

    Last week, we started and finished our raid night about 45 minutes into the block of time set aside for downing bosses because, well, all the bosses were dead. We set aside three hours for attempts on Ragnaros 25-man, and he was dead in 45 minutes. Flabbergasted and sort of taken aback, I had no idea what to do. I had set aside all of this time for the night to do what I usually did on Monday nights, and here I was, stupid and perplexed that my time had magically freed up. Four episodes of Breaking Bad later, it was time to sleep. The night that I am writing this, we are doing the same thing as last week -- Ragnaros is the only one left, and hopefully he dies in a minimal number of attempts. There are so many episodes of Breaking Bad left to watch, League of Legends games to play, articles to get ahead on, and people to see. Even though I could be doing everything and anything, I still love to raid. I guess I'm just a little weird like that. What do you do when your raid suddenly disappears or all the bosses are dead? Does your guild still use the time to do old content, or does everyone just sort of break for the night? I know it sounds like a weird question; that shock of suddenly having the night available is so wacky sometimes.

  • Ragnaros awakened in Minecraft

    by 
    Alex Ziebart
    Alex Ziebart
    08.02.2011

    Last week in The Daily Quest, you may have seen a YouTube video of a recreation of Darnassus in Minecraft. If you thought that was cool, there's more where that came from. In addition to Darnassus, YouTuber kattooMC and his servermates resresres1 and nessy27 have also created a scale model of Deathwing (which has made the rounds once before) and, much more recently, Molten Core's version of Ragnaros. These Minecraft builds do use game mods or third-party tools, and there are blocks incorporated into the designs that cannot be placed by players (such as the blocks of Coal in Deathwing) -- but cool is cool, regardless of how something is made. Many viewers of the Ragnaros video have commented that he looks a bit ... green. However, kattooMC assured everyone it was just a result of video encoding. As a Minecraft player myself, I'll back him up on that. I know what yellow wool blocks look like when I see 'em. According to kattoo via Twitter, Stormwind is next on their Warcraft to-do list. I, for one, can't wait to see it.

  • Paragon releases heroic Ragnaros 25-man kill video

    by 
    Mathew McCurley
    Mathew McCurley
    07.27.2011

    Earlier this month, Paragon earned the high honor of world-first heroic Ragnaros kill, downing the Firelord after over 400 attempts on his fight. Heroic mode encounters add something new and difficult to the mix, but it is rare that we see an entirely new phase to an encounter. Paragon's heroic Ragnaros kill video shows the final stage of the heroic fight, in which Ragnaros submerges in his lava pool and emerges at full strength on new legs allowing him movement all over the encounter room. The final stage of the fight involves Archdruid Hamuul Runetotem, Malfurion Stormrage, and Cenarius assisting players in dealing with the entirely new mechanics this new heroic mode phase presents. If you've been trying Ragnaros or have killed him, you already have experienced the hilarious Living Meteor ability. In that new phase, meteors must be kited over patches of ice on the ground to freeze them, and then players must DPS down meteors to control the number up at any time. At that point, players are also frantically running around extinguishing ground fires and trapping Ragnaros in roots on the ground. All in all, it looks incredibly fun and challenging, and it's very nice to see Ragnaros putting his new legs to good use kicking the crap out of guilds across the world. My favorite part of the video has to be the end, with the custom death animation for Ragnaros. Watch until the very end -- it's worth it. Congratulations again to DREAM Paragon for their heroic first kill and for this awesome video of the accomplshment.

  • World First: Paragon defeats heroic 25-man Ragnaros

    by 
    Mathew McCurley
    Mathew McCurley
    07.19.2011

    After just a few weeks of Firelands raiding, DREAM Paragon has defeated Ragnaros on 25-man heroic mode, earning them the world first and the Firelord title. DREAM Paragon announced the news on their website, promising their kill shot and comments in the near future. Congratulations to Paragon for this world first. The heroic version of the Ragnaros fight adds a whole new phase to the encounter in which Ragnaros regains his full Firelord strength, steps out of his swirling molten pool, and becomes mobile around the platform with his new firelegs. Cenarius, Hamuul Runetotem and Malfurion Stormrage assist the players in tackling Ragnaros' many abilities in this new phase, finally putting out the Firelord's lights for good. Heroic modes for the Ragnaros fight and others in the Firelands were also not available on the public test realm, making it that much more difficult for these hardcore raiding guilds to get time in on these encounters. I am excited to hear about Paragon's time with these bosses in the Firelands. At only seven bosses, the Firelands is one of the more accessible raid zones, with a time commitment that feels far smaller than the monolithic endeavors of the past, like ICC or Ulduar. Has Firelands presented enough of a challenge to the top of the top guilds? Whatever the case, congratulations again! I hope that my guild will be at heroic Rag's door in the near future.

  • The Queue: The one with goombas

    by 
    Alex Ziebart
    Alex Ziebart
    07.13.2011

    Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Alex Ziebart will be your host today. Today is a very special treat. We have your standard-length Queue, plus I answer a very exciting bonus trivia question that has nothing at all to do with World of Warcraft! But you will love it, my gamer pals. You will. Camero asked: In the past week, I've recieved four emails from "Blizzard" all asking me to do something in order to get a Winged Guardian License. I just wanted to confirm that's not true.

  • The Light and How to Swing It: Just how masterful can mastery healing get?

    by 
    Chase Christian
    Chase Christian
    07.10.2011

    Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome. Sometimes I feel like I can't get away from Illuminated Healing. Our holy paladin mastery has been receiving nonstop tweaks since its introduction, and it's always flirting with viability. Stats like haste and critical strike rating are predictable. I can draw up some formulas to show you how many extra ticks of Holy Radiance you'll receive at a given haste level. Mastery is much more nebulous than that, as its effectiveness depends entirely on the encounter and your healing assignment. Everyone has some amount of mastery rating on their gear, and there's even some passively built into our characters. While having a bit of mastery to make our heals bubbly helps our throughput, it's certainly not overpowered. There are a few holy paladins who, in an attempt to see how far Illuminated Healing can go, have enchanted, reforged, and gemmed into mastery completely. With IH bubbles absorbing 35% of the value of the original heal, stacking mastery can obviously make something interesting happen. How potent can Illuminated Healing really become?

  • Know Your Trash: Firelands trash runs and you

    by 
    Mathew McCurley
    Mathew McCurley
    06.29.2011

    There's a lot of trash in the Firelands. With great trash comes chances for BOE epic items (which can even be upgraded to heroic versions with Crystallized Firestones) and epic crafting patterns. No doubt you've seen trash runs being advertised in trade chat in Stormwind and Orgrimmar and been intrigued with the idea of what a trash run is all about. Here is some basic etiquette for running or participating in a Firelands trash run. You'll want to be well geared before heading into the Firelands, even for trash runs. I would recommend being at least ilevel 353, the same gear level that the new Zandalari troll heroics grant you. Now that you can purchase ilevel 359 gear with justice points, reaching that number should not be a hard task at all.

  • Blizzard Insider #39 goes behind the scenes with the art of the Firelands

    by 
    Mathew McCurley
    Mathew McCurley
    06.28.2011

    Patch 4.2 brought back one of the most iconic WoW villains in the game's history -- Ragnaros, the Firelord. Blizzard Insider interviewed two critical members of the dev team, Lead Level Designer Jonathan Dumont and Lead Environment Artist Gary Platner, to discuss the process and philosophy behind the Firelands' design. Dumont and Platner go into detail about the origins of the Firelands, the design decisions that made the cut and some that didn't, and how the environment animates with the new particle and water effects. Firelands is one of the most cohesive and engaging locales Blizzard's team has brought to life, in my opinion. Much like Deepholm and Vashj'ir, the Firelands exists to bring the realm of fire to life, when the daunting Sulfuron Keep only existed in our imaginations prior. An interesting piece of info was that Ragnaros' model was rebuilt from scratch, completely overhauling his skeleton, animations, and feel. The new Ragnaros is one of those things, to me, that the Cataclysm did right -- create a new thing with the heart and soul of the original. Ragnaros looks like he belongs. Check out the full interview after the jump.

  • Breakfast Topic: Patch 4.2 is upon us

    by 
    Mathew McCurley
    Mathew McCurley
    06.28.2011

    Finally, patch 4.2 is upon us. Azeroth has undergone many changes since Cataclysm launched, and finally, we are getting the first new "tier" patch for this expansion. Suffice to say, I am very excited. Patch 4.2 represents to me many turning points for World of Warcraft that are putting it back on the path to cohesiveness. Cataclysm's launch was a success, and we were wowed by the features and the set pieces, but patch 4.2 feels like the first time we are getting to see new content that encapsulates the drive and cohesiveness of the Cataclysm motif. Patch 4.2 brings with it many new features. Players will be able to enter the Firelands, Ragnaros' domain, for a whole slew of new daily quests and player-specific progression. Seven new raid bosses await intrepid raiders, valor point gear will be knocked down to justice level, and the previous tier of content is becoming more accessible to raiders new and old. Loads of new companion pets and mounts await players willing to aid the Avengers of Hyjal's cause. Lucky raiders will also take part in an epic quest to forge the newest legendary item in WoW, Dragonwrath, Tarecgosa's Rest. I am especially interested and excited for the Molten Front and Regrowth daily hubs that are being introduced for max-level players in Hyjal, as the druids and sentinels break into Ragnaros' home turf, the Firelands, and lay siege for their survival. These dailies and daily hubs represent a philosophy that I love in MMOs -- your personal progression should matter just as much as the progression of the whole. You, individually, will be working with major lore characters and factions to put together the Hyjal offensive, and your decisions get to open up new quest areas and gear vendors in an order that you choose. Putting this type of control back in the players' hands feels like a Burning Crusade move, and I'm a man who loved him some Burning Crusade. What are you looking forward to when we get to log into patch 4.2? What's your first move in the face of invasion from the Firelands?

  • The Queue: Combo breaker

    by 
    Mathew McCurley
    Mathew McCurley
    06.17.2011

    Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Mathew McCurley will be your host today. Oh, you like Anne Stickney, do you? You like how she answers a lot of questions, hmm? I'm not going to be outdone by some lore-toting, tinfoil-hat-wearing mountain dweller. It's lightning round time, fools. As for why Ragnaros is the header image for the Queue, I just like the guy. What can I say? Trinket asked: I just finished watching the latest 4.2 trailer and was picturing tackling the new bosses on my Fire Mage when it occurred to me I'll literally be fighting Fire with Fire... My question is why aren't raid bosses made from fire immune to fire damage? Wouldn't it seem more appropriate that Frost would do more damage against a fire elemental boss? The simple reason is gameplay reasons. Forcing a mage to choose a different spec for Firelands is just not fun from a gameplay perspective. Back in the vanilla days, Molten Core mobs were immune to fire damage and mages who wanted to raid went frost. I forgot if arcane was viable back then -- someone please remind me. I didn't pay attention to mages back in the olden days. Blizzard has said many times in the past that gameplay concerns trump common sense in many instances. Fire mages should not be penalized for playing fire throughout an entire tier of raiding. Sure, it "makes sense" according to made up fantasy physics or whatever, but it's just not fun for mages. It's unnecessary clutter that people confuse with depth, kind of like resist fights.