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Naxxramas Bosses Guide

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Naxxramas Bosses Guide Empty Naxxramas Bosses Guide

Post  Histidine Sun Feb 15, 2009 5:46 am

The Naxx Raid Bosses Guide!
I'll discuss their moves, their approximate level of difficulty, and the issues that have most often caused us to wipe. If you are new to these encounters, I have put Video links next to each boss name that will take you to an insanely useful website with videos of every raid boss takedown. If you are looking for a quick reminder, there is a tactics summary as well.

The ideal is that people can have this guide open in a window while raiding, and if they need a refresher course in, say, Thaddius, they can just Alt-Tab and read up quickly.
It'll also save on those huge walls of dark orange text before each encounter!

Main tank tactics will be in dark red.

Off tank tactics are in orange.
Ranged DPS tactics are in cyan.
Melee DPS tactics are in green.
Healer tactics are in pink.

If the fight is divided into phases or the raid is divided into sections with different jobs, this will be indicated in tasteful purple.

Following these will be a summary of the most common wipes I've seen. Sometimes being told what not to do is more useful than being told what to do.

Guide is Complete! Feel free to comment underneath.


Last edited by Histidine on Tue Feb 24, 2009 6:16 am; edited 6 times in total

Histidine
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Naxxramas Bosses Guide Empty Spider Quarter

Post  Histidine Sun Feb 15, 2009 7:41 am

ANUB'REKHAN Video

First boss in Naxx! Mainly a challenge for: the Main Tank.
MT: Always be tanking him in one of the two "alcoves"; either where he starts, or where we entered the room. When he uses Locust Swarm, kite him around the edge of the room, on the ledge outside the green slime. Avoid being affected by the DoT.
OT: Pick up the Crypt Guards and Crypt Scarabs. Do not be near Anub'rekhan at any point.
Ranged DPS (RDPS): Stay in the central green circle. AoE the adds to ease the load on the offtank. Don't worry about being thrown up in the air.
Melee DPS (MDPS): Always be aware when the next Locust Swarm is, and step away long before it starts. The last thing the healers are gonna care about is you.
Healers: Stay in the central green circle whenever possible. When chasing the MT, ensure you do not get caught in Locust Swarm.

Wipe Issue: Main tank not noticing Locust Swarm is on, and being too slow to kite him around the edge
Wipe Issue: Main tank kiting him too close to the raid.
Wipe Issue: Healer, following MT to heal him during LS, gets caught in LS themselves and dies.

GRAND WIDOW FAERLINA Video

Mainly a challenge for: the Off Tank.
MT: Tank her away from the Worshippers so that raid attacks will not accidentally kill them. Save your Shield Wall move for an enrage where the DPS are slow.
OT: Keep all four Worshippers on you. One will be marked. Lower this one's health to around 10-20% but do not kill them. Rinse and repeat. Be aware, you must not be miles away from the MT otherwise the enrage-dispel will not work!
RDPS: Avoid Rain of Fire. Be very quick to kill the Worshipper when Faerlina enrages.
MDPS: As above.
Healers: As above, but burstheal the MT if an enrage is not quite dispelled in time.

WI: Offtank kills Worshippers while tanking them, GWF's enrage cannot be dispelled.
WI: People don't move out of Rain of Fire.
WI: DPS don't kill Worshippers fast enough; tank gets obliterated.

MAEXXNA Video

A challenge for: everyone.
MT: Point her away from the raid. Save your Shield Wall equivalent for her 30% enrage.
OT: Collect the spiderling adds for AoE; avoid Maexxna's frontal cone attack.
RDPS: Free people from the web-wrap quickly. Save cooldowns for enrage.
MDPS: Save cooldowns for the enrage.
Healers: Dispel her Necrotic Poison; top off the MT before Web Spray stuns the raid; burstheal MT during the enrage.

WI: She enrages just as the raid are stunned. Tank stands no chance.
WI: Nobody gets a healer/offtank out of the webs.
WI: Nobody dispels the Necrotic Poison.
WI: Offtank fails to stop the spiderlings taking out healers.

Histidine
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Naxxramas Bosses Guide Empty Plague Quarter

Post  Histidine Sun Feb 15, 2009 8:53 am

NOTH THE PLAGUEBRINGER Haha free loot!

You know, for a second there, I almost bothered.
But no.
This guy is so easy; the only thing that you absolutely must have is a decurser. His curse is actually quite nasty, but remove it and he is a joke.
Since I myself will probably be there with you, just laugh at him, and collect your free epics.

WI: You're laughing so hard, you actually miss an add and die.
In all seriousness, it is a raid boss; let's do it properly. Tanks, pick up the adds, and it should go smoothly.

HEIGAN THE UNCLEAN
Video

Everybody dance now!


A challenge for: everyone.
While this boss seems incredibly hard the first time you try him, it is a fun encounter and gets easier the more you do it. I will try to explain it verbally, though the best introduction to Heigan is to watch it being done by Ciderhelm; follow the video link. The encounter is more of a sequence than individual tasks, so I'll explain it like this:

(imagine the cracked, green floor of his room is split into four roughly equal sections, with Position 1 near the entrance and Position 4 near the far door)
Phase One: Tank pulls Heigan off his platform. RDPS and healers get up onto his platform, MDPS stacks on tank. Tank holds him in Position 1, ensuring his 20-yard aura doesn't overlap with the platform. All positions except 1 explode. Tank moves Heigan to Position 2, again watching his aura. All positions except 2 explode. Tank moves to position 3. All positions except 3 explode. You get the idea. Every eight seconds, the entire melee arm of the raid must move from 1 to 2 to 3 to 4 to 3 to 2 to 1 to 2 to 3 to 4, swinging back and forth across the room. Get it wrong, and you will die instantly. Overlap Heigan's aura with the healers, and you risk a wipe. After around six or seven position changes, we enter Phase Two.

Phase Two: Heigan teleports up onto his platform. Anyone near him will suffer a hideous DoT, so healers and RDPS must dive off the platfrom into position 1. Heigan will stay up there and not engage the raid, so ignore him entirely. The challenge is now just to survive. Everyone, the entire raid, should be in position 1, and the position-changing ("dancing"!) starts again, but with a deadly twist. You're not worried about Heigan himself, but now the explosions are every 3 seconds. Running almost flat-out is the only way to survive. After crossing the room a few times, he comes back down and reenters Phase One, so healers and RDPS get back up on the platform. Often Heigan will place a disease on numerous raid members during this Phase Two-Phase One transition, so have a priest, paladin or shaman ready to remove the (rather deadly) debuff.

It can take ten minutes to down Heigan. He does not hit very hard on melee, so tanks can turn their backs to him; we even had a DPS (Nuna FTW) tank him for several panic-stricken minutes after both tanks went down. The thing to bear in mind is this: people will die. Often tanks, often healers. Just don't give up. The group damage is not particularly savage; it's the one-shot explosions that kill people. Nobody will castigate you for slipping up and getting slain, it happens to us all. Just watch the room, memorise the positions, and get dancing.

LOATHEB Video

This boss is unique. Naturally as a healer I remember this guy more than others, but I'm sure DPS enjoy themselves too.
A challenge for: healers.
MT and OT: nothing special at all. Just stand there and impress everyone with your shiny armour.
RDPS and MDPS: This boss has a large amount of health, and eventually overwhelms your healers with raidwide shadow damage. You overcome this by having a buff which increases your critical hit chance by 50% and makes you unable to build threat. Interested? I bet you are. Spores spawn around Loatheb as the fight progresses; when a DPS kills them, they give this buff to everyone near them. One raid member will be designated "Sporer" and all DPS should stack on them; they will be the one responsible for killing the spores and giving all DPS this buff. All DPS should always have this buff on them during the fight, to ensure maximum damage output. If you have a moment and a healing window is open, feel free to potion or healthstone yourself, but don't panic.
Healers: Be afraid. Be very afraid. Loatheb has a Necrotic Aura that makes all healing (yes bandages, potions, healthstones too) ineffective for 17 seconds out of every 20. In that three-second window you must get off enough healing to keep the raid alive. The amount of damage Loatheb does increases over time, so this fight is pressure to kill him before it becomes impossible to heal. Having said that, healers who know how to get the most out of those three seconds will be invaluable. Some custom tips, based on runs with myself, Eraisuithon and Devange shrieking on voice chat to each other:

1. As the timer approaches the healing window, assign targets to each healer. This means no window is wasted with double heals on one raid member.
2. Paladins: Beacon of Light means two heals for the price of one.
3. Priests: Prayer of Healing means you can heal an entire group of the raid inside one window.
4. Druids: For maximum effect, stack three Lifeblooms on one guy so the "burst" is inside the window; place a Rejuvenation on someone; time a Regrowth to hit as the window opens, then Swiftmend the person with Rejuvenation on them. Triple whammy.

Having the healers on voice chat and able to react to the swiftly-changing situation helps but is probably not essential. Like Heigan, this is a totally unique fight that requires practise more than anything else. Shadow resistance from priests or potions helps as well, but again is not essential.

He drops T7 gloves; good luck.


Last edited by Histidine on Mon Feb 16, 2009 7:41 am; edited 4 times in total

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Naxxramas Bosses Guide Empty Military Quarter

Post  Histidine Sun Feb 15, 2009 8:58 am

INSTRUCTOR RAZUVIOUS Video

A challenge for: the tanks and the healers.

MT and OT: You cannot tank Razuvious yourselves, so use the orbs to Mind Control the Understudies and tank using them. One of you should engage Bone Barrier, tank for 15 seconds, then the other tank should engage Bone Barrier and Taunt. This 15 second rotation between the Understudies should continue throughout the fight. When you are not tanking Razuvious, you should move your Understudy to the far side of the arena, and release your control over him. He will immediately run towards you. Before you get crushed, reclick the orb and get stuck in again. This is because Mind Control wears off if you constantly leave it, so getting into a habit of "tanking - refreshing - tanking - refreshing" will remove that issue.
RDPS and MDPS: nothing particularly special; just avoid pulling aggro as Razuvious will annihilate you.
Healers: the Understudies will take a huge amount of damage from Razuvious, who hits like a train (30k after mitigation...). Bone Barrier should make it manageable, but at least one healer on each Understudy is probably mandatory. The raidhealer should beware of his Disrupting Shout (raid AoE damage) and Jagged Knife (single target, highly dangerous DoT). Burstheal anyone who seems to be randomly losing large amounts of health., its the Knife.

WI: Jagged Knife takes out a healer.
WI: Tanks mistime Bone Barrier and an Understudy dies.

Once you master the tanking rotation and the healers learn it, he should go down.

GOTHIK THE HARVESTER Video

A challenge for: tanks, and a little bit for DPS.
Another unusual fight. Here, the raid will be split in two; a Live Side and a Dead Side, separated by a gate. A tank on each side, and a delicate DPS split; I usually have a tilt towards extra DPS on the Dead Side, with a grouphealer watching them. The Live Side does need substantial DPS though; note that two healers will probably be with them. The two teams go to their zones, and a tank throws a ranged attack at him to start the encounter.

Live Side: Waves of adds attack you as Gothik warbles about how doomed you are. They are initially laughably trivial, but the numbers mount up. Every single one of them will be melee, so the load can be lightened by having the group huddle in a corner and the tank hold them off. They'll spawn around the room and make for your healer(s); be ready to pick them up. "Riders" are the mobs you should fear; they do an AoE and a shadowbolt volley. These should be swiftly destroyed.

Dead Side: As mobs die on the Live Side they are resurrected from bone piles here. Again, huddle in a corner, with the tank intercepting them as they make for the healer. Again, Riders are very bad news.

After a few minutes of this increasingly manic battle, Gothik enters the fight. He casts a resistible but non-reflectable shadowbolt, and teleports between the two sides. While the adds do need to be killed, the encounter now becomes a DPS race. Every 15 seconds you lose 10% of your stats, and if it hits -100% you will naturally die. Gothik has a very small health pool, and when he hits 30% the central gate opens and the entire raid can fall upon him and kill him.

WI: Tanks don't pick up the adds in time and a healer takes too much AoE.
WI: DPS slack on the Dead Side, but Live Side keep killing them, and Dead team end up....dead.
WI: Debuff stacks too high since Gothik not nuked enough.

THE FOUR HORSEMEN Video

A challenge for: everyone. [Note: while several alternative strategies exist, I will describe the one that has most often worked for us.]
There are four horsemen, so there are four separate groups tasked with dealing with them. Upon engaging them, each horseman has a corner of the room that they go to. If any horsemen does not have at least one person within 45 yards of them at any point, they will wipe the raid using a massive AoE nuke.

The Melee Horsemen
Thane Korthazz - Initially at the front-left corner - MT and almost all raid DPS, plus one healer, here - Casts Meteor on a person within his aggro radius. 15,000 damage is shared with everyone in an area around the target; so stack up on the tank while fighting him, or a ranged DPS/healer will get caught out and killed.
Baron Rivendare - Initially at the front-right corner - OT, one melee DPS, and one healer, here - Puts a cleansable magical DoT on his current tank; easily healed through if you can't get rid of it.

While in 45-yard range of a horseman, they will stack a Mark on you. It initially does no damage, but stacked enough it will kill you instantly. It drops off after 25 seconds. When you reach 3 stacks (the point at which the DoT becomes a noticable issue) the two tanks should head for each other, and as soon as possible Taunt the horseman off each other. Healers and DPS should remain in their corners. The tank should then take his *new* horseman back to the group, where DPSing resumes. The old horseman's Marks will drop off and the new horseman's Marks will begin to be applied. During the course of the fight, do not panic. I have personally Some noob messed up and ended up with 6 stacks from one horseman and 3 stacks from another, and survived [it was damn close..]. The reason I assign a melee DPS to Rivendare is because that group will be fighting Korthazz half the time, and need to be able to take the Meteor.

The Caster Horsemen
Lady Blaumeux - Permanently back-left corner - a healer here - Does not melee, stays stationary throughout. Casts shadowbolts and puts down void zones.
Sir Zeliek - Permanently back-right corner - one selfhealing class here - Does not melee, stays stationary throughout. Casts holy bolts and a Holy Wrath move.

These two require two raid members on them. The damage they do is almost nothing. They also apply marks less often than the melee horsemen. Usually Novastorm and myself take care of this by simply walking back and forth when we get 2 marks, healing each other and watching the chaos at the other end of the room. The Marks will still kill- don't get complacent.

Once Horsemen Start Dying
Korthazz will go down first. Now, the group still needs to drop Rivendare's Marks, so a slick maneouvre has to be pulled off. The group that was on Korthazz when he died should Taunt and attack Rivendare, while the group with the Mark of Rivendare should go beat up Sir Zeliek. Beware! Zeliek's Holy Wrath has wiped raids at this point. It hits a target then chains to everyone within 10 yards, constantly chaining until it runs out of people within 10 yards- the damage increases 50% with each jump. While it hasn't killed us yet, it could. So spread out, with a 15 yard gap. Melee DPS, I suggest you pray.
Once Rivendare dies the swap between Zeliek and Blaumeux is quite relaxed.

WI: Tanks too slow at the front; Marks stack too high.
WI: Zeliek decides to be difficult.

Enjoy your T7 chest armour, you lucky folks.


Last edited by Histidine on Mon Feb 16, 2009 7:44 am; edited 3 times in total

Histidine
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Naxxramas Bosses Guide Empty Construct Quarter

Post  Histidine Sun Feb 15, 2009 9:03 am

PATCHWERK Video

A challenge for: everyone.

A gear check. The simplest fight in here- the question is, do you have the epics to take down Patchwerk?
MT: should be the weaker geared tank. You will be taking very heavy melee damage from Patchie's standard melee attack. He cannot crit you and you cannot be parrygibbed, so focus on blocking, dodging and parrying.
OT: the better geared tank. You will be taking astronomical damage from Patchwerk's Hateful Strike ability. It always hits #2 on his threat table, so make sure you engage correctly, with the MT and OT hitting in that order, and DPS waiting a few seconds before opening fire. Once Hateful Strike hits (for 8-9k per second!) the tanks have their threat massively amplified.
RDPS and MDPS: That's right, "amplified". That means go crazy. He has 4.3 million HP and a 6 minute berserk timer. It will be close. To impress this upon you, when he berserks he gets +500% damage and +150% speed, plus an AoE slime bolt volley for 150,000 damage. Patchwerk really goes berserk.
Healers: remember mana breaks? Not happening. You will be healing only the two tanks, since Patchie has no moves other than melee and Hateful Strike, but it's approaching 20k damage every second that'll require healing for almost 6 minutes. Two healers on the OT and one on the MT.

WI: Your gear simply isn't good enough.


GROBBULUS
Video

A challenge for: everyone.
The room fills with clouds of poisonous green nastiness. If you stand in one, expect to die extremely rapidly. The trick is to position each cloud safely out of the way of the raid.
MT: Kite him slowly backwards around in a circle, avoiding the poison clouds he drops. Using the grating on the floor of the room as a rough guide helps, I believe.
OT: Pick up the slime adds that will spawn regularly during the fight. You shouldn't be fighting more than one or two at a time.
RDPS: Stay in the middle of the room, except when Injected.
MDPS: Stay behind Grobbulus. His frontal cone AoE creates an add for each person it hits.
Healers: Stay in the centre of the room, except when Injected. One healer on MT, one healer on Injectees, one on the raid/OT. Assign emergency backup positions, since you will get Injected several times during the fight, and the MT will be taking heavy hits.

Mutating Injection
This hits raid members throughout the fight, increasing in regularity as you continue. It is a dispellable disease, do not dispel it! Anyone who is hit by this has ten seconds to get to the outer walls of the room and wait for the timer to tick down. When it does, the injectee and any raid member nearby (there shouldn't be any) will take 8k damage and a poison cloud will spawn under them, slowly expanding before dissipating. Ideally, the injectee should receive a large heal just after the disease drops off, allowing them to safely return to their position in the raid.
Towards the end of the fight this can get frantic. As many as four people can be simultaneously Injected, and if three are healers and one is the OT you have serious problems. Just keep doggedly going at him, and don't give up. Some would say this is the hardest fight in Naxxramas to execute correctly.

WI: A player, through lag or through incompetence, drops a cloud directly in the middle of the room, or in the path of the tank.
WI: Simple bad luck. Grobbulus has been known to [rarely] use his cone AoE as he is in the act of turning to Inject someone. This can catch the entire raid in its spray, spawning numerous adds.

Also, do be aware that combat does not officially end until every cloud has finished dissipating. People have died from running in to loot and being caught in a cloud around his body.

GLUTH Video

I hate dogs.
A challenge for: kiters. This fight requires a large number of almost-invulnerable zombies to be kited for extended periods of time. Bring a hunter, mage, shaman etc.
MT and OT: You will be at the far end of the room from the entry tunnel, with Gluth. It is important that he be as far from the entry-tunnel side of the room as possible. He will stack a Mortal Wound on you that reduces healing received by 10%. When it stacks 5 times on the other tank, Taunt over.
RDPS and MDPS: Gluth has an unforgiving berserk timer. Be on top form. When he uses Decimate, you must kill every single zombie in the room; every zombie that gets to Gluth will restore 5% of his HP and make it that little bit harder to beat the timer.
Healers: Observe which tank Gluth is targetting; this is the one who will be taking the damage. The other tank will take no cleave damage or anything, but be ready for the aggro switch. When Decimate hits, everyone in the room will have 95% of their health removed instantly. Burstheal the tanks then heal the raid. Don't let any kiters die at this point.

Kiters
Zombies will spawn at a steady rate from the central grating. They have far too much health to be killed [until Decimate hits] and they stack a +100 physical damage debuff up to 99 stacks on any target they melee; thus, tanking them is not really an option. Naturally if ignored they go to the Gluth end of the room and kill the healers, so they must be gathered up and kited. A hunter could use Frost Trap; a mage could use Frost Nova; a shaman could use Earthbind Totem; a paladin could even use Holy Wrath. As Decimate approaches, take them as far from Gluth as is possible, and be ready to kill them all. When Decimate does hit they will all immediately turn and head slowly for Gluth, ignoring all raid members. Make no mistake, the entire encounter hinges on correct handling of these adds, so practise your kiting skills.

THADDIUS Video

A challenge for: everyone.
Stalagg and Feugen: The raid will be split evenly down the middle, with equal DPS on each side. This is because the two minibosses on their platforms must be dispatched within 5 seconds of each other, otherwise the live one will resurrect the dead one with full health. The tanks will be thrown through the air between the two platforms constantly, with aggro being swapped too. The minibosses themselves are not particularly tough, but they must be kept within very close range of the Tesla Coils behind them, or they will one-shot the group. To achieve this, each group should huddle at the far end of the platforms, and the tanks should ensure their first priority each time they land is to reposition them near the Coils. DPS, watch their health, and slack if you are overtaking the other group. There is no rush to kill them, just do it at the same time.

Thaddius himself engages the raid a few seconds after the minibosses go down. You do not have a lot of time. Since the platforms you are on are not physically connected to Thaddius', you must jump it, and it is roughly the maximum jump distance of your character. It really, really helps not to miss. Tanks should go to him immediately and pick him up once he activates. His main move is called Polarity Shift, and it is the key to this encounter. His Chain Lightning is healable. Upon engaging Thaddius, each raid member within range will be assigned a Plus symbol or a Minus symbol.

Raid members with the same symbols in close range will buff each other for a massive damage bonus.
Raid members with different symbols in close range will do huge damage to each other.
Anybody without a symbol will be damaged by anyone with one.

During the fight your symbol will constantly be changing; people with these buffs should be huddling together on one side of Thaddius or the other, and quickly changing sides if their symbol changes. In order to kill him before the berserk timer, DPS should be buffed with the damage bonus.

WI: Minibosses get too far from the Tesla Coils.
WI: Minibosses killed at different times and resurrect each other.
WI: Raid too slow to aggro Thaddius, or both tanks miss the jump.
WI: One raid member stands in the middle of a huddle of oppositely-polarised people, killing them all and themselves.

Enjoy your T7 leg armour.

Histidine
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Naxxramas Bosses Guide Empty Frostwyrm Lair - Sapphiron

Post  Histidine Mon Feb 16, 2009 12:13 pm

Well, that's the four Quarters cleared; now you can enter the blue zone above the original entrance portals and be teleported up to Frostwyrm Lair. This place has no trash whatsoever, just the two boss encounters one after the other.

SAPPHIRON Video

A challenge for: healers.
This encounter is all about damage. Large amounts of it will be taken by every raid member. Most of it is magical Frost damage. Frost Resistance (FrR) gear is helpful, but do not sacrifice too much of your stats on it; it isn't crucial. I will outline Sapphiron's moves:

Cleave and Swipe
Sapphiron only requires one tank. The melee damage is considerable but what makes it deadly is the cleave radius. Like all dragons, Sapph has a cleave and a tailswipe, but his are vast. This means all melee DPS must be approaching Sapph from at least a right angle. Any closer to his front end and you may very well be cleaved to death. Mikao recommended aiming for his rear legs; apparently this is an easy reference point for not getting cleaved or swiped.

Frost Aura
This will do 1200 Frost damage to everyone in the raid every two seconds.

Life Drain
This is a dispellable curse that takes health from raid members and gives it to Sapph; needless to say this needs to be removed instantly.

Chill
A Blizzard-like attack that slows and does heavy Frost damage. Get out of it immediately. The MT should avoid moving side-to-side as this could get people cleaved; just shift back and forward a bit since Sapphiron's hitbox is very large.

Air Phase
Every 45 seconds Sapphiron will fly up into the air. At this point the entire raid should fold back towards the entrance to the room, but not stand too close together. Healers should top off anyone on low health. Sapphiron will now fire two Frost Bolts at two random raid members, doing a large amount of AoE damage on their point of impact. The two target players will be frozen solid into blocks. Everyone else needs to hide behind these blocks, and Sapph then drops a Frost Bomb that kills anyone who is not behind a block.

Sapphiron will not do his Air Phase once he reaches 10% HP; it is assumed that this is to prevent him dying while airborne and thus being unlootable. He's not especially complex as an encounter though; Grobbulus and Thaddius are probably much tougher. It's also a nice break for DPS to have a relaxed (maybe) last 10% as opposed to a frantic one.

Histidine
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Naxxramas Bosses Guide Empty Frostwyrm Lair - Kel'Thuzad

Post  Histidine Mon Feb 16, 2009 12:59 pm

KEL'THUZAD Video

(Often abbreviated "KT"; do not confuse with MT and OT)

Three very different phases to this encounter; once you understand the "trick" to each, it is rather simple [but tremendously stressful]. The only issue is, the ease of this fight seems to hinge on how many ranged DPS you have, as you'll see.

Phase One
Everyone should approach Kel'Thuzad and stand on the green circle in the centre of the room. Everyone. If an RDPS stays too far back and the adds spawn on them, they aggro and you all die horribly.
Three types of mobs will slowly approach your group. Skeletons are weak, but do AoE damage in melee range. Abominations can be melee'd down without much trouble. Banshees do a three-target attack in melee range and a 30-yard knockback, which can aggro more enemies. The more ranged you have, the easier you can take down the skellies and banshees before they are a problem.

Phase Two
Kel'Thuzad strikes! Clean up the remaining mobs, quickly. The MT should pick up Kel'Thuzad and position him in the centre of the green circle area. For the rest of the fight, you should never be within 10 yards of anyone else. This means MDPS must be positioned in an exact square around KT or risk killing the MT. Healers should fan out into a triangle, standing on the greyish ring around the green circle. From here they should be able to reach the raid, and most importantly each other. KT's most important and dangerous move is Frost Blast. He chooses a target. Anyone within 10 yards of that target takes 110% of max HP damage in four seconds (whaaaaat?!). If this is just one person, a burstheal will save them. If it's two, odds are one of them is dead. If it's a healer, the others had better be damn quick saving them, since they are frozen and cannot heal themselves. Four seconds is not long, and with normal latency it usually means only an instant-cast heal will do. Holy Shock, Penance, and Swiftmend works for us....just be very quick about it, and never ever let your guard down or someone will die. This move is the most common cause of panic-induced heart failure in tree druids.

KT also places Shadow Fissures down during the fight; you should all know how to Not Stand In Bad Looking Stuff by now. The trouble is when he uses this on the MT, since the little shuffle to dodge it could enter the 10-yard area of another player. MDPS: be alert to where the MT is at all times. Deadly Boss Mods has a useful range-meter that alerts you to all players in a 10-yard range; turn it on.

Phase Three

As if all that wasn't stressful enough, at 40%-ish two Icecrown Guardians spawn. These two spidery guys need to be picked up by the OT quickly before they nail a healer, and here we enter a DPS race. Healers, do NOT focus on them and miss a Frost Blast burstheal. Trust your OT, and do your job. The Guardians do not hit very hard, but they have too much health to kill and they get steadily more powerful. Nuke KT down and they disappear.

WI: Melee DPS try to kill skeletons and banshees, and discover that this is unwise as they get slaughtered.
WI: Raid does not finish off the adds as KT joins the fight. They kill a healer.
WI: A stupid rogue decides to stand too close to the MT and gets Frost Blasted. MT dies.
WI: Your OT has Spell Detail set to low, and his Death&Decay obscures the Shadow Fissure that one-shots him. Hehehe Laughing
WI: Healers try to cast Regrowth automatically instead of Swiftmending a Rejuvenation and the OT dies 0.000001 nanoseconds before the cast finishes. No

Congratulations, you have cleared the Dread Citadel Naxxramas! I hope you win your T7 headpiece since they all look amazing.
I also hope these guides have been at least sparingly useful. If you have any criticism comments lavish praise I will be happy to lap it up.


Last edited by Histidine on Sun Mar 08, 2009 9:36 am; edited 1 time in total

Histidine
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Post  Eraisuithon Sun Mar 01, 2009 8:42 pm

Just a note for any would be pally healers on Loatheb, i found the best tactic was to keep beacon up on the MT at all times, and then use holy light twice (on different targets obviously :p) and then slam a holy shock onto a third target. If you are on the ball you can also get a instant flash of light off if you crit the holy shock :p Keep those seals up on the boss as well, the extra haste can be a life saver...
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