Checked for ForeverClassic Era habit: check in game
1
Lucifron
Level ?? boss · Magmadar Cavern, the first boss past the entrance Core Hound packs
Flamewaker caster with two Flamewaker Protector guards: a curse doubles every cost, a magic debuff hits after 10 sec and the guards mind control players.
Watch for
Lucifron's CurseRemove curse
Curse on nearby players: spell and ability costs, mana, rage or energy, rise by 100% for 5 min.
Impending DoomDispel magic
Magic debuff on nearby players that deals 2000 Shadow damage after 10 sec.
Shadow ShockHeal through
Instant Shadow damage from Lucifron.
Dominate MindDispel magic
The Flamewaker Protectors charm a player for 15 sec, turning them on the raid. It is Magic.
Group plan
Tank
Main tank pulls Lucifron away from his two guards; two off-tanks take one Flamewaker Protector each. Call for a decurse at once: Lucifron's Curse doubles rage costs.
Healer
Remove Impending Doom from tanks first, then healers. Dispel players the guards mind control. Heal from the back so fewer curses and dooms reach you.
Damage
Kill the marked Flamewaker Protectors first, then Lucifron. Mages and druids remove Lucifron's Curse before they cast damage. Ranged can stand back out of curse reach.
Each class
Druid · your class
Remove Curse clears Lucifron's Curse; start with the tanks so their rage costs stay normal. A Bear can off-tank a Flamewaker Protector.
Hunter · your class
Pull a Flamewaker Protector to its off-tank with a shot. In Era he drops the Tome of Tranquilizing Shot; Forever's client lists the shot at 60, so check how you learn it.
Mage · your class
Remove Lesser Curse clears Lucifron's Curse. Decurse tanks first, then healers and melee, and cast damage once the curses are handled.
Paladin · your class
Cleanse Impending Doom off your assigned tanks and healers. Cleanse can't remove curses, so call a mage or druid for Lucifron's Curse.
Priest · your class
Dispel Magic removes Impending Doom and frees mind-controlled players; tanks first. In Forever, Prayer of Shadow Protection covers the whole raid.
Rogue · your class
Kill the marked Flamewaker Protector first. Lucifron's Curse doubles your energy costs, so ask a mage or druid to decurse you before you spend energy.
Shaman · your class
Drop Tremor Totem by your party: it removes Charm, so it can free a party member from Dominate Mind. You can't decurse; heal your assigned tank.
Warlock · your class
Your Felhunter's Devour Magic removes Impending Doom from a friend. Keep your assigned curse on the boss; you can't remove Lucifron's Curse.
Warrior · your class
Tank a Flamewaker Protector away from Lucifron. Call for a decurse at once: Lucifron's Curse doubles rage costs, so Sunder Armor costs twice as much.
Level ?? boss · End of Magmadar Cavern, guarding the Rune of Kress
Giant core hound: protect the tank from fear, tranquilize his Frenzy, and keep out of his fire patches and his breath.
Watch for
PanicStay back
Fears nearby players for 8 sec. It is Magic, so priests and paladins can dispel it.
FrenzyPurge
Raises his attack speed by 150% for 8 sec. A hunter's Tranquilizing Shot removes it.
Lava BombMove
Hurls lava at a random player and leaves a burning patch (Conflagration) on the ground. Step out.
Lava BreathNot in front
Breathes fire on players in front of him.
Magma SpitTank
His melee hits can spit magma on the tank for extra Fire damage over time.
Group plan
Tank
Use Fear Ward, Berserker Rage or a Tremor Totem so Panic never moves you. Face him away from the raid so only you take Lava Breath. A feared tank drags him into the healers.
Healer
Stand at the edge of healing range, outside Panic. Priests and paladins dispel Panic from feared players. Move out of fire patches at once.
Damage
Melee attack from the sides and behind, out of his breath. Ranged spread at max range so one Lava Bomb hits one player. Hunters rotate Tranquilizing Shot on Frenzy.
Each class
Druid · your class
Cat and Bear attack from his side, out of Lava Breath. Restoration heals at max range outside Panic; save Innervate for a priest who is dispelling fear.
Hunter · your class
Use Tranquilizing Shot when he frenzies, in the order your leader set, and call a miss so the backup fires. Keep your pet out of the fire patches.
Mage · your class
Frostbolt from max range, outside Panic, and spread so one Lava Bomb hits one player. Fire Ward absorbs Fire damage if you get caught in a patch.
Paladin · your class
Use Will of the Forsaken to break Panic on yourself. Keep Fire Resistance Aura up; in Forever it covers the raid, not only your party.
Priest · your class
Keep Fear Ward on the main tank; in Forever every priest learns it at 20. Panic is Magic, so Dispel Magic frees feared players. Heal from max range.
Rogue · your class
Attack from his rear flank, out of Lava Breath, and step out of fire patches at once. Use Feint on cooldown; in Forever it drops twice the threat.
Shaman · your class
Drop Tremor Totem by the melee party before Panic; it frees party members within 30 yards. Fire Resistance Totem covers the raid in Forever.
Warlock · your class
Stay at max range and move off fire patches. Your Felhunter's Devour Magic can remove Panic from a feared friend; keep your demon out of the breath.
Warrior · your class
Off-tanks and Fury warriors use Berserker Rage in Berserker Stance before Panic. The main tank needs Fear Ward; face him away so only you take Lava Breath.
Level ?? boss · Beside the Rune of Mohn, with two Flamewaker guards
Flamewaker caster with two Flamewaker guards: his curse cuts healing by 75%, Rain of Fire burns the ground and Shadow Bolts hit players.
Watch for
Gehennas' CurseRemove curse
Curse on nearby players: healing they receive drops by 75% for 5 min.
Rain of FireMove
Burns everyone in an area for 925 to 1075 Fire damage every 2 sec.
Shadow BoltHeal through
Hits a player for 2250 to 2750 Shadow damage.
Fist of RagnarosStay back
The Flamewaker guards stun players around them for 4 sec.
Sunder ArmorTank
The guards lower the armor of nearby players; it stacks up to 5 times.
Group plan
Tank
Main tank holds Gehennas in the middle of the room. Two off-tanks pull one Flamewaker each, apart from each other, so the stuns land only on tanks. Get Gehennas' Curse removed at once.
Healer
Stand where only the main tank group is in curse range. A cursed tank takes 75% less healing, so call for a decurse before big heals. Move out of Rain of Fire.
Damage
Kill the two Flamewakers first, then Gehennas. Stay out of Rain of Fire. Melee on a guard expect Fist of Ragnaros stuns.
Each class
Druid · your class
Remove Curse on the main tank first, then the melee: Gehennas' Curse cuts healing taken by 75%. Move out of Rain of Fire while you do it.
Hunter · your class
Pull each Flamewaker to its own off-tank. Move out of Rain of Fire and keep your pet out of it too; Mend Pet if it gets caught.
Mage · your class
Make the main tank your first decurse: Remove Lesser Curse on him before anyone else. Then help kill the two Flamewakers, outside Rain of Fire.
Paladin · your class
Keep Fire Resistance Aura up; in Forever it reaches the whole raid and blunts Rain of Fire. Cleanse can't remove curses, so call a mage or druid.
Priest · your class
In Forever, Prayer of Shadow Protection covers the raid and blunts his Shadow Bolts. You can't remove his curse; heal a cursed tank and call for a decurse.
Rogue · your class
Attack the marked Flamewaker, then Gehennas. Fist of Ragnaros stuns you for 4 sec near a guard; use Evasion if one turns on you, and leave Rain of Fire.
Shaman · your class
In Forever, Fire Resistance Totem reaches the raid; drop it where the healers stand to blunt Rain of Fire. You can't decurse, so heal through it.
Warlock · your class
Keep your assigned curse on Gehennas and kill the guards with the raid. Shadow Ward absorbs Shadow damage if a Shadow Bolt comes your way.
Warrior · your class
Off-tank one Flamewaker well away from the other and from Gehennas, so Fist of Ragnaros stuns only you. Main tank: call for a decurse the moment it lands.
Level ?? boss · Beside the Rune of Blaz, between Gehennas and Baron Geddon
Lava elemental with eight Firesworn guards: each one killed explodes and speeds Garr up, so banish or off-tank them and kill them in order.
Watch for
Antimagic PulseStay back
Removes one beneficial magic effect from each player near him.
Magma ShacklesStay back
Slows the movement of nearby players by 60% for 15 sec.
EnrageTank
Each Firesworn that dies gives Garr 9% more attack speed.
EruptionStay back
A dying Firesworn explodes, dealing Fire damage and knocking back players near it.
ImmolateDispel magic
Firesworn burn players with a Fire damage over time effect for 21 sec. It is Magic.
Separation AnxietyTank
A Firesworn pulled too far from Garr deals 300% more damage.
Group plan
Tank
Main tank holds Garr. Off-tanks each hold a Firesworn that isn't banished, close enough to Garr that Separation Anxiety stays off. Garr hits faster after each Firesworn dies.
Healer
Heal your assigned add tank and dispel Immolate. Stay clear of any Firesworn near death: its Eruption knocks players back. Heal from outside Magma Shackles.
Damage
Kill Firesworn one at a time in the called order; melee step away as one nears death. Leave banished ones alone until Garr is dead, then kill them one by one.
Each class
Druid · your class
A Bear can off-tank a Firesworn, and Bear Form's threat bonus is 50% in Forever. Step clear as it dies: Eruption knocks back everyone near it.
Hunter · your class
Shoot only the called Firesworn and keep your pet off banished ones. Feign Death if a Firesworn turns on you.
Mage · your class
Stand out of Garr's reach: Antimagic Pulse strips a buff from players near him. Frostbolt only the called Firesworn, never a banished one.
Paladin · your class
Cleanse Immolate off your assigned add tank; it is Magic. Heal from range: Antimagic Pulse strips buffs from players near Garr.
Priest · your class
Dispel Magic removes Immolate from tanks. Keep Power Word: Shield on your add tank and stand back from Garr, where Antimagic Pulse strips buffs.
Rogue · your class
Hit only the called Firesworn and step out before it dies: Eruption knocks back nearby players. Never touch a banished Firesworn.
Shaman · your class
Drop Fire Resistance Totem where the add tanks stand; in Forever it covers raid members within 30 yards. Heal from outside Magma Shackles.
Warlock · your class
Keep your assigned Firesworn banished; Banish lasts up to 30 sec and holds one target per warlock. Let your Voidwalker hold it if a Banish breaks.
Warrior · your class
Off-tank your Firesworn near enough to Garr that Separation Anxiety stays off. Main tank: Garr speeds up with each kill; Shield Wall has its own cooldown in Forever.
Level ?? boss · Patrols by the Rune of Zeth; raids often pull him into Garr's room
Fire elemental fight: carry Living Bomb away from the raid, dispel Ignite Mana, leave Inferno and get clear when he casts Armageddon.
Watch for
Living BombMove
After 8 sec the target explodes for 3200 Fire damage to self and nearby allies and is thrown into the air.
Ignite ManaDispel magic
Magic debuff that burns 400 mana every 3 sec for 5 min and deals damage for the mana burned.
InfernoStay back
He stands still and pulses Fire damage around him for 8 sec, harder with each pulse.
ArmageddonStay back
At 2% health he stops and casts a final explosion.
Group plan
Tank
Hold him in an open spot with the raid spread around you. Step out when Inferno starts and walk back after it ends. Tanks carry Living Bomb away like anyone else.
Healer
Dispel Ignite Mana from healers and casters first; it can't hurt warriors or rogues. Top off the Living Bomb target before it explodes.
Damage
Melee leave when Inferno starts and return after. If you are the bomb, run to an empty spot, best where the ceiling is low to shorten the fall. Move away at 2% for Armageddon.
Each class
Druid · your class
You can't dispel Ignite Mana; ask a priest or paladin. If you're the Living Bomb, run out and take Bear Form for the extra health before it explodes.
Hunter · your class
Pull him with Eyes of the Beast or your pet so the raid starts in place. Pull your pet back when Inferno starts, and run Living Bomb clear.
Mage · your class
Ice Block, if you took the talent, keeps Living Bomb from hurting you. Otherwise run to an empty spot and cast Slow Fall to soften the landing.
Paladin · your class
Cleanse Ignite Mana off healers and casters first. Run Living Bomb clear of the raid; in Forever, Fire Resistance Aura reaches the whole raid.
Priest · your class
Dispel Ignite Mana from healers and casters, not warriors or rogues. Shield the Living Bomb target before it explodes, and Levitate if you are the bomb.
Rogue · your class
Leave melee when Inferno starts and come back after. If you get Living Bomb, Sprint to the low-ceiling spot so the blast throws you less far.
Shaman · your class
Run Living Bomb away from the raid and your totems. In Forever, Fire Resistance Totem covers the raid; drop it where ranged stand. Purge can't touch Ignite Mana.
Warlock · your class
Your Felhunter's Devour Magic removes Ignite Mana from a friend. Don't Life Tap low before Inferno or a Living Bomb; keep health to survive the blast.
Warrior · your class
Leave melee when Inferno starts, then return. Ignite Mana can't hurt a warrior, so let healers dispel others first. Carry Living Bomb out like anyone else.
Level ?? boss · Guards the Rune of Mazj; raids often pull him into Garr's room
Flamewaker arcane caster: decurse fast, strip Deaden Magic, stay out of Arcane Explosion and pick him back up each time he teleports.
Watch for
Arcane ExplosionStay back
Blasts players near him with Arcane damage, over and over.
Shazzrah's CurseRemove curse
Curse on nearby players: magic damage they take rises by 100% for 5 min.
Deaden MagicPurge
Magic buff on himself that halves the magic damage he takes for 30 sec.
CounterspellStay back
Interrupts nearby casters and locks that spell school for 10 sec.
Gate of ShazzrahTank
Teleports him to a random player and wipes his threat, about every 45 sec.
Group plan
Tank
Stand in the center of the raid's circle. After each Gate of Shazzrah, go to him and taunt him back to the center; DPS waits until you hold him again.
Healer
Spread around the circle at max range so a teleport puts few healers in Arcane Explosion. Heal the player he lands on first.
Damage
Ranged spread in a wide circle; melee wait until the leader calls them in. Stop damage after a teleport until the tank has him back.
Each class
Druid · your class
Remove Curse clears Shazzrah's Curse; start with the main tank, who takes every Arcane Explosion. Heal from range, outside his blast.
Hunter · your class
If he teleports to you, Feign Death to drop your threat. Hold fire after each teleport until the tank has him back, and spread wide at max range.
Mage · your class
Remove Lesser Curse on the main tank and yourself first: the curse doubles magic damage taken. Keep range, since his Counterspell locks a school for 10 sec.
Paladin · your class
Protection: in Forever, Judgement under Seal of Fury taunts, so use it to pull him back after a teleport. Holy heals from the edge of the circle.
Priest · your class
Dispel Magic on Shazzrah removes Deaden Magic so damage lands again. Shield the player he teleports to; you can't remove his curse.
Rogue · your class
Hold back until the leader calls melee in; Arcane Explosion hits everyone close. After each teleport wait for the tank, and Feint if your threat climbs.
Shaman · your class
Purge Shazzrah to strip Deaden Magic as soon as it goes up. You can't decurse, so heal from the edge of the circle, out of Arcane Explosion.
Warlock · your class
Have your Felhunter Devour Magic on Shazzrah to strip Deaden Magic. Spread wide and keep your demon out of Arcane Explosion.
Warrior · your class
Tanks taunt him back to the circle's center after each Gate of Shazzrah. Melee stay out until called in; Arcane Explosion pounds everyone near him.
Level ?? boss · Beside the Rune of Koro, with four Flamewaker Priests
Flamewaker leader with four Flamewaker Priests who heal and cast Magic damage over time: tank them apart, interrupt heals, kill priests first.
Watch for
Dark MendingInterrupt
A Flamewaker Priest heals an ally for 27750 to 32250.
Shadow Word: PainDispel magic
The priests put Shadow damage over time on a player for 18 sec. It is Magic.
ImmolateDispel magic
The priests burn a player, then deal more Fire damage every 3 sec for 21 sec. It is Magic.
InspireTank
Gives an ally, or Sulfuron, 100% attack speed and 25% more Physical damage for 10 sec.
Hand of RagnarosStay back
Deals Fire damage to players near Sulfuron, knocks them back and stuns them for 2 sec.
Flame SpearSpread out
Throws fire at a random player for 850 to 1150 damage and scorches players near them.
Demoralizing ShoutTank
Lowers the attack power of nearby players by 300 for 30 sec.
Group plan
Tank
Five tanks: one on Sulfuron, one per Flamewaker Priest. Pull the priests apart and away from Sulfuron. Expect heavy hits while Inspire is up; it can't be dispelled.
Healer
Dispel Shadow Word: Pain and Immolate from tanks first. Keep the priest tanks topped up, and heal anyone Flame Spear scorches.
Damage
Kill the priests one at a time, then Sulfuron. Interrupt every Dark Mending in your turn. Spread out so Flame Spear scorches fewer players.
Each class
Druid · your class
A Bear can tank one Flamewaker Priest. Restoration heals the priest tanks; you can't remove Shadow Word: Pain or Immolate, so leave those to priests and paladins.
Hunter · your class
Pull a Flamewaker Priest to its tank, then shoot the called priest with your pet on it too. Keep pet attacks off priests the raid isn't killing yet.
Mage · your class
Counterspell the marked priest's Dark Mending, then keep damage on that same target. Stay spread so Flame Spear scorches fewer players.
Paladin · your class
Cleanse Shadow Word: Pain and Immolate off the tanks; both are Magic. Leave interrupts to the raid's kick order and keep the tanks healed.
Priest · your class
Dispel Magic removes Shadow Word: Pain and Immolate; tanks first. In Forever, Prayer of Shadow Protection covers the raid and cuts the Shadow damage.
Rogue · your class
Kick Dark Mending on the marked priest and share a kick order with the warriors. Kill the priests one at a time, then Sulfuron.
Shaman · your class
Earth Shock interrupts Dark Mending; take a place in the interrupt order. Heal tanks between shocks; you can't dispel the priests' Magic debuffs.
Warlock · your class
Your Felhunter's Spell Lock counters a Dark Mending, and Devour Magic strips Shadow Word: Pain or Immolate off a friend. Burn the called priest.
Warrior · your class
Tank a priest away from the others. Shield Bash or Pummel Dark Mending in your turn; Pummel needs Berserker Stance.
Level ?? boss · Beside the Rune of Theri, past Sulfuron Harbinger
Molten giant with two Core Ragers that can't die while he lives: swap tanks as Magma Splash stacks, and pull melee out for Earthquake at 10%.
Watch for
Magma SplashTank swap
Stacking debuff on the tank: 250 less armor and 50 Fire damage every 3 sec per stack, for 30 sec.
PyroblastHeal through
Hits a random player for 1388 to 1612 Fire damage plus 200 every 3 sec for 12 sec.
EarthquakeStay back
Below 10% health he deals 1388 to 1612 damage to players near him, again and again.
Golemagg's TrustKill adds
Core Ragers near him deal 500 more Physical damage and attack 50% faster.
MangleHeal through
A Core Rager deals 300 damage every 2 sec to its target and slows it by 50% for 20 sec.
Group plan
Tank
Two tanks on Golemagg; swap when Magma Splash stacks get high. Two off-tanks drag the Core Ragers well away from him so Golemagg's Trust drops off.
Healer
Pace your mana: it is a long fight. Heal Pyroblast targets fast and keep the Core Rager tanks up through Mangle.
Damage
Ignore the Core Ragers: they heal to full at 50% and die when Golemagg dies. Melee leave when Earthquake starts at 10% and ranged finish him.
Each class
Druid · your class
A Bear can off-tank a Core Rager far from Golemagg. Restoration covers the Rager tanks: Mangle hurts over time, so keep Rejuvenation and Regrowth rolling.
Hunter · your class
Shoot Golemagg, never the Core Ragers. Keep your pet off the hounds, and pull it out of melee when Earthquake starts at 10%.
Mage · your class
Frostbolt Golemagg from range and keep casting through Earthquake; it hits only players near him. Don't damage the Core Ragers.
Paladin · your class
Protection can hold a Core Rager far from Golemagg; in Forever, Judgement under Seal of Fury taunts it back if it slips. Holy covers the Rager tanks.
Priest · your class
Keep the Rager tanks up through Mangle with Renew and Power Word: Shield. Pace your mana on this long fight and heal Pyroblast targets fast.
Rogue · your class
Hit Golemagg, not his Core Ragers, and Feint as your threat climbs on this long fight. Leave melee range when Earthquake starts at 10%.
Shaman · your class
Heal the Rager tanks and keep Windfury Totem by the melee; in Forever its buff covers the raid. Leave melee range at 10% for Earthquake.
Warlock · your class
Curse of Weakness on a Core Rager eases its tank, since the hounds live until Golemagg dies. If you took Siphon Life, a hound gives steady health back.
Warrior · your class
Off-tanks hold a Core Rager far from Golemagg so Golemagg's Trust fades. Main tanks swap as Magma Splash stacks; Demoralizing Shout softens the Ragers.
Level ?? boss · Appears after the raid douses all seven runes of warding
Add fight: Majordomo yields once his four Flamewaker Healers and four Flamewaker Elites die, while mages hold the healers in Polymorph.
Watch for
Magic ReflectionKill adds
Shields his adds so they reflect 50% of harmful spells for 10 sec. Stop casting at them.
Damage ShieldStay back
Shields his adds so melee attackers take 100 Arcane damage per hit for 10 sec.
TeleportMove
Sends a player, often the tank, into the burning coals and resets his threat.
Aegis of RagnarosTank
Shields Majordomo, absorbing up to 30000 damage and dealing Shadow damage to melee attackers.
Blast WaveStay back
Flamewaker Elites deal Fire damage around them and slow players by 50% for 8 sec.
Fire BlastHeal through
Flamewaker Elites hit a player with instant Fire damage.
Shadow BoltCrowd control
Flamewaker Healers hit players with Shadow Bolts.
Polymorph8 adds to 5
Mages Polymorph the four Flamewaker Healers while the raid kills Elites in the called order. Each add that dies buffs the ones left.
No Polymorph4 adds left
Once four adds are dead, the remaining healers can't be Polymorphed. Tanks pick them up and the raid kills them one at a time.
Last add1 add left
The last add is empowered and hits harder. Kill it and Majordomo yields; talk to him in Ragnaros' Lair to summon Ragnaros.
Group plan
Tank
One tank holds Majordomo; four take the Elites. Teleport drops a player in the coals and wipes threat: walk out, and taunt him back if he was yours.
Healer
Heal teleported players at once; the coals burn. Stand back from Elites' Blast Wave. Bring mana potions: this fight is long.
Damage
Follow the kill order. Stop spells when Magic Reflection shields the adds and stop melee during Damage Shield. Never break a Polymorph.
Each class
Druid · your class
A Bear can tank a Flamewaker Elite. Restoration heals teleported players out of the coals. Before a Bear leaves form for Rebirth, get another tank to cover.
Hunter · your class
Hold Majordomo with Distracting Shot after he teleports his tank, until the tank has him back. Keep your pet away from Polymorphed healers.
Mage · your class
Polymorph your assigned Flamewaker Healer and recast before it breaks. Don't cast it into Magic Reflection. Once four adds die it stops working.
Paladin · your class
Protection can tank an Elite; in Forever, Judgement under Seal of Fury taunts if one breaks loose. Holy keeps tanks up and stays clear of Blast Wave.
Priest · your class
Heal teleported players at once. In Forever, Prayer of Shadow Protection covers the raid and blunts the healers' Shadow Bolts.
Rogue · your class
Attack only the marked add and stop while Damage Shield is up. Never hit a Polymorphed healer; save Evasion for the last add, which hits harder.
Shaman · your class
Keep Fire Nova and Magma Totem away from Polymorphed healers; in Forever, Fire Nova erupts from your Fire Totem. Heal instead of casting into Magic Reflection.
Warlock · your class
Stop casting into Magic Reflection. Keep your demon, Corruption and Bane of Agony off Polymorphed healers, or the sheep breaks.
Warrior · your class
Tank your assigned Elite away from the sheep and stop attacking while Damage Shield is up. Keep Challenging Shout for adds that break loose.
Level ?? boss · Ragnaros' Lair; Majordomo summons him there when you talk to him
Fire lord fight in stages: damage him for 3 minutes, kill eight Sons of Flame while he is submerged, then repeat until he dies.
Watch for
Wrath of RagnarosStay back
Knocks back players in melee range for 1000 Fire damage, about every 25 sec.
Might of RagnarosSpread out
Targets a random player with mana and knocks back players around them.
Elemental FireHeal through
Burns his tank for 4800 Fire damage over 8 sec.
Magma BlastTank
If no one is in melee range, he casts Magma Blast for 6000 Fire damage.
Lava BurstMove
Eruptions from the lava hit players standing near it.
Phase 1First 3 min
Tank him in melee range. Melee back out before Wrath of Ragnaros and return; ranged spread for Might of Ragnaros. Get him as low as you can before he submerges.
Sons of Flame90 sec, or until all Sons die
He submerges and eight Sons of Flame rush the raid; they burn mana. Kill them on one target at a time. Banish some, but never all eight, or he can come back early.
Phase 3After he emerges
He returns for another 3 minutes, then submerges again. Have tanks and healers on him as he emerges, or he starts Magma Blast.
Group plan
Tank
Main tank holds the spot; a backup tank stands ready. Be back on him before he emerges, or Magma Blast hits the raid. Melt Weapon wears down weapons that hit him; carry a spare.
Healer
Spread on the outer ring away from the lava. Keep heavy heals on the tank through Elemental Fire. Stay back from the Sons of Flame; they burn mana.
Damage
Melee back out before Wrath of Ragnaros and return after. Ranged spread for Might of Ragnaros. On the Sons, everyone kills the target the leader calls.
Each class
Druid · your class
Spread on the outer ring and keep back from the Sons of Flame. Have Rebirth ready for a tank, and Innervate a healer during the Sons phase.
Hunter · your class
Spread at range for Might of Ragnaros. On the Sons, drop Freezing Trap at your feet to hold one; in Forever traps work in combat.
Mage · your class
Frost Nova roots the Sons of Flame as they rush in, and Blizzard slows them if you took Improved Blizzard. Keep your distance: they burn mana.
Paladin · your class
Keep Fire Resistance Aura up; in Forever it covers raid members within 30 yards, not only your party. Holy stays in tank range through knockbacks.
Priest · your class
Heal the tank through Elemental Fire from the outer ring, spread for Might of Ragnaros. Stay back from the Sons of Flame: they burn mana.
Rogue · your class
Back out before Wrath of Ragnaros, then return. Bring a spare weapon, since Melt Weapon wears yours down. Kill the called Son of Flame.
Shaman · your class
In Forever, Fire Resistance Totem reaches the raid; drop it where the leader assigns. Keep away from the Sons of Flame; they burn mana.
Warlock · your class
Banish an assigned Son of Flame, but never let all eight be banished at once. Spread on the outer ring and stay clear of the Sons' mana burn.
Warrior · your class
Melee warriors back out before Wrath of Ragnaros. Off-tanks pick up Sons of Flame and keep them off the casters; Challenging Shout grabs several.