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Frostwrym Lair
The Frozen Heart of Naxxramas, unlocked by completing the first four quarters. Two bosses.

* Sapphiron
* Kel’Thuzad

Sapphiron
Sapphiron is the penultimate boss of Naxxramas. He is accessible from the blue teleporter in the hub after the defeat of the first 13 bosses, and guards the gateway to Kel’Thuzad’s inner sanctum.

25-man abilities

  • Sapphiron has approximately 13,000,000 hit points.
  • The Wrath of the Lich King version of Sapphiron is no longer immune, but still highly resistant to frost spells.
  • There is a 15-minute enrage timer.

Phase one

  • Sapphiron is a standard dragon and will both cleave and tailslap. Note that due to his massive hitbox the area for melee to hit him safely is quite small and located near his hind legs. Sapphiron hits very hard compared to other bosses in the instance. ~12,000 on plate with cleaves for ~15,000.
  • Frost Aura:
After Sapphiron is engaged everyone in the entire room will be hit for 1600 Frost damage every 2 seconds until Sapphiron is slain. After 15 minutes of combat, this will increase to 9600 Frost Damage every 2 seconds.
This is a curse that drains 4,500 to 5,500 health as Shadow damage and heals Sapphiron for 9,000 to 11,000 every 3 seconds for 12 seconds. Afflicts 5 random players every 24 seconds.
Chill is an ice storm that drifts around the room at all times after Sapphiron is engaged. There will often be multiple ice storms up. It will deal 5,550 to 6,450 Frost damage every 2 seconds to everyone within it and slow their movement speed by 50% for 10 seconds. The animation of Chill is considerably more obvious and intense than Mage Blizzard.

Phase two

Every 45 seconds Sapphiron will take to the air, everyone within his hitbox will be sent flying against the wall of Sapphiron’s lair by his beating wings.

Sapphiron will cast this on three players per air phase. Encases the target in a solid block of ice which blocks line of sight, stunning the target until the ice block is shattered and dealing 6,300 to 7,700 Frost damage to the target and nearby players within 10 yards.
After casting three Ice Bolts Sapphiron will emote, “Sapphiron takes in a deep breath…” and begin a seven second Frost Breath cast. At the end of the cast everyone in the entire room within line of sight of Sapphiron will be hit for 112,500 to 187,500 Frost damage. To avoid this, just hide behind the ice blocks. Following this Sapphiron will land and once again commence phase one. This is not a threat wipe.

10-man abilities

  • Sapphiron has approximately 4,250,000 hit points.
  • The Wrath of the Lich King version of Sapphiron is no longer immune, but still highly resistant to frost spells.
  • There is a 15-minute enrage timer.

Phase one

  • Sapphiron is a standard dragon and will both cleave and tailslap. Note that due to his massive hitbox the area for melee to hit him safely is quite small and located near his hind legs.
  • Frost Aura:
After Sapphiron is engaged everyone in the entire room will be hit for 1,200 Frost damage every 2 seconds until Sapphiron is slain. After 15 minutes of combat this will increase to 7,200 Frost Damage every 2 seconds.
This is a curse that drains 2188 to 2812 health as Shadow damage and heals Sapphiron for 4,376 to 5,624 every 3 seconds. Afflicts 2 random players every 24 seconds.
Chill is an ice storm that drifts around the room at all times after Sapphiron is engaged. There will often be multiple ice storms up. It will deal 3,500 to 4,500 Frost damage every 2 seconds to everyone within it and slow their movement speed by 50% for 10 seconds. The animation of Chill is considerably more obvious and intense than Mage Blizzard.

Phase two

Every 45 seconds, Sapphiron will take to the air and everyone within his hitbox will be sent flying against the wall of Sapphiron’s lair by his beating wings.

Sapphiron will cast this on two players per air phase. Encases the target in a solid block of ice which blocks line of sight, stunning the target until the ice block is shattered and dealing 2625 to 3375 Frost damage to the target and much more (approx 15k without Frost Resistance) to nearby players within 5 yards.
After casting two Ice Bolts Sapphiron will emote, “Sapphiron takes in a deep breath…” and begin a seven second Frost Breath cast. At the end of the cast everyone in the entire room within line of sight of Sapphiron will be hit for 112,500 to 187,500 Frost damage. To avoid this, just hide behind the ice blocks. Following this Sapphiron will land and once again commence phase one. This is not a threat wipe.

Note that once Sapphiron goes below 10% health, he will not fly back up into the air. This is almost certainly to prevent any error with a corpse in the air that may be unlootable. However, he will life drain below 10% health, and if you have him at 10% health, its likely you’ll kill him anyway.

25-man strategy

The first time you engage Sapphiron there will be a short entrance animation in which Sapphiron will come together from bones on the ground. In subsequent attempts he can be engaged without watching him form. This encounter is considerably easier with 300 Frost Resistance but by no means impossible without. You will want more healers to go the second route. You will need one tank.

The tank should engage Sapphiron and point him towards the door to Kel’Thuzad’s chamber. Healers and DPS should spread out on one side of Sapphiron. Do not have people on both sides or they may be unable to reach the ice blocks in time during Frost Breath. Melee should stack up near Sapphiron’s hind leg and be ready to move out should an ice storm drift towards them. Decursers and healers will need to be in a position to reach everyone in the raid. Missed curses not only may kill a player but will also heal Sapphiron a considerable amount. Be aware of the massive hitbox of Sapphiron’s cleave. It is advisable to simply heal the tank through Chill should it be on him. Moving Sapphiron is very dangerous. Everyone else should take great care to avoid being hit by Chill as the slow effect may prevent you from escaping and Chill hits quite hard.

After Sapphiron takes to the air, everyone (including the tank) should spread out around the first player to be Ice Bolted. It is important not to immediately stack on top of the Ice Block as the second Ice Bolt’s AoE will then hit multiple players causing a lot of unnecessary damage. It is also quite possible a Chill will drift over the first block meaning the raid should run behind the second. As soon as Sapphiron casts his last (third) Ice Bolt the entire raid must get behind one of the Ice Blocks and ensure they are out of line of sight of Sapphiron for his deep breath. As soon as the ice blocks are shattered the tank must run and pick up and reposition Sapphiron as he will land immediately and phases one & two repeat again until Sapphiron is dead.

NOTE: As mentioned above, it is recommended to have at least 300 frost resist for the 25-man version of Sapphiron. Keep in mind that Sapphiron’s frost aura is hitting for more damage and is hitting even more players, giving frost aura a huge boost to total damage done. A player’s aura or totem only gives 130 frost resistance which equals roughly 23.5% frost damage reduction. This means, Sapphiron’s frost aura will be hitting the raid for 30,604 damage every second. A player with 300 frost resist, which is easily obtainable at level 80 (All armor crafting professions make 3 bind on equip pieces of frost resist gear), reduces Sapphiron’s frost aura damage by 54.2% which equals to 18,316 damage every second, making this fight “considerably easier” for the healers. It is also recommended that the tank should not use frost resist gear, unless he or she can do so while remaining at 540 defense.

Chill kiting

Chill is possibly the most dangerous ability in the Sapphiron fight because it can easily wipe the raid in the event that one or both ice blocks are caught in it and it spawns with some deal of randomness. Chill Kiting can limit the damage caused by Chill, allowing healers to conserve their mana.

Using the tactics above, the ranged group will also be responsible for coordinating the Chill Kiting which can require some coordination between the tank, melee group, and ranged group. As Chill approaches the ranged group they should attempt to keep the Chill blizzard to their left shoulder while maintaining DPS and heals. They should start DPS from the back side of Sapphiron and slowly move towards the head as the Chill blizzard follows them.

As the ranged group approaches the head, the tank should slowly rotate Sapphiron a quarter of the way around, putting the ranged group back towards the back quarter of Sapphiron.

When Sapphiron enters Phase 2, the ranged, melee and tank should converge and make their way around the room, counter clockwise (keeping their distance to avoid AoE from the Ice Bolt), until they are a sufficient distance from the Chill blizzard or until the first Raid member is Ice Blocked. At that point, they should wait for the second member to be Ice Blocked and run behind either one (whichever is the safest distance from the Chill blizzard).

When Sapphiron lands, the Chill Kiting continues from the beginning and follows the same procedures until Sapphiron is downed.

Note: Chill has a 10 second duration and may spawn at another random location in the raid, which could be on top of one of your ice blocks, but in most cases Chill Kiting will save all, if not a few seconds, of healing required due to Chill, which can mean a big difference in your end result.

Kel’Thuzad
The Last Boss in Nax! Kel’Thuzad, once a sorcerer of the Kirin Tor of Dalaran, is the chief lieutenant of the powerful Lich King. He rules over the Dragonblight from his citadel of Naxxramas. He was originally voiced by Michael McConnohie but the current voice actor is unknown. He is the final boss of the re-tuned raid dungeon Naxxramas in Wrath of the Lich King.

25-man abilities

Phase one

Kel’Thuzad begins the encounter invulnerable, and you need to kill adds which come from the seven alcoves of the room. This includes the entrance.

  • Soldier of the Frozen Wastes – casts Dark Blast when it touches an enemy unit causing 3063 to 3937 Shadow damage to the raid, killing the Soldier itself. Dark Blast is not partially resistible. Surprisingly, these are shackleable. Slow move speed. 4,400 hit points. 71 will attack through phase one, though more may be pulled.
  • Unstoppable Abomination – periodically applies Mortal Wound to its target, which also applies a stacking -10% healing-received debuff. It will randomly choose one melee-range target, so multiple tanks work best for this mob. They spawn progressively faster as phase 2 approaches, so they must be killed as fast as possible to avoid having multiple abominations up when Kel’Thuzad becomes active. Normal run speed. 208,000 hit points. Eight will attack through phase one, though more may be pulled accidentally, or on purpose for achievements. Hits for ~7,000 on plate, ~12,000 mortal wound.
  • Soul Weaver – casts Wail of Souls which inflicts Shadow damage and knocks back. 6375-8625 Shadow damage, knocks back 30 yards, hits 3 players. It will only do this attack when it is near its primary aggro target. Slow move speed. 151,000 hit points. Eight will attack through phase one though more may be pulled.

Phase two

Kel’Thuzad becomes active 3 minutes and 48 seconds after you engage him. Kel’Thuzad has approximately 14,660,000 hit points. He is tauntable.

Frost Bolt single

Two-second cast. Inflicts 29,250 to 30,750 Frost damage and reduces movement speed of primary aggro target for 4 seconds; must be interrupted. Frost Bolt is cast at random intervals and is often chain-cast; having multiple Rogues and Warriors meleeing Kel’Thuzad at all times is ideal. This spell cannot be reflected via Warrior Spell Reflection.

Frost Bolt multiple

An instant cast that inflicts 7200 to 8800 Frost damage and reduces the targets’ movement speed for 4 sec. Hits everyone in the room and cannot be interrupted. Used every 20-30 secs. Fully resistible.

Chains of Kel’Thuzad

Kel’Thuzad can mind control 3 people at once. Size increased by 200%. Charmed. Damage increased by 200%. Healing increased by 500%. They will buff and heal Kel’Thuzad. Can be CC’d by any ability that would normally work on humanoids. With the Ulduar patch this ability will no longer reset raid threat. Unlike Kel’Thuzad 40, this will not mind control the main tank. This ability lasts 20 seconds and cannot be removed by any means. This spell has a 90-second cooldown.

Chains of Kel’Thuzad are a specially crafted set of seven magical, spiked chains, given to him by Ner’zhul. The owner must wrap this artifact around his body to activate it, at which point the chains animate and move lazily to and fro in the air when not being commanded.MoM 174

Mana Detonation

A debuff randomly applied to a mana-using player. The player will explode after 5 seconds, dealing Arcane damage based on maximum mana to all players within 10 yards (not to himself). Mana-based melee will only deal ~10,000 damage, while holy Paladins and Priests can cause ~25,000 damage or more. It will also drain ~2,000 mana from the affected player. This spell has a 30-second cooldown.

Shadow Fissure

Summons a very noticeable red fissure around the targeted player which does 62500-137500 Shadow damage after 5 seconds as Void Blast. Easily avoidable by running out of the fissure.

Frost Blast

Places an Ice Block effect on the targeted player and all players within 10 yards, rendering them unable to perform any action. This effect will continue to chain to anyone within 10 yards of anyone affected, as with C’thun’s Eye Beam. It will deal 104% of their maximum HP in damage over 4 seconds. If those affected are not healed within 4 seconds, they will die. Unlike 10-man, this ability can target the main tank. This spell has a 45-second cooldown.

Phase three

At 45% health, phase three will begin as Kel’Thuzad calls for aid and the Lich King sends four Nerubian Crypt Lords known as the Guardians of Icecrown to attack the raid.

  • Guardian of Icecrown – These have as much HP as Kel’Thuzad (each) with the ability: Blood Tap, which is a self buff that does +15% all damage, + 10% size, and can stack up to 99 times. The Guardians will flee when Kel’Thuzad dies. Immune to CC. The Guardians stack Blood Tap every ~15 seconds, and it hits their aggro target for ~4,500. They hit for ~4,000 on plate to start but this increases rapidly over time.

10-man abilities

Phase one

Kel’Thuzad is invulnerable, and you need to kill adds which come from the seven alcoves, including the entrance.

  • Soldier of the Frozen Wastes – Casts Dark Blast when it touches an enemy unit causing 3063 to 3937 Shadow damage to the raid and will kill the Soldier itself. Dark Blast is not partially resistible. Surprisingly, these are able to be shackled. Slow move speed. 1,600 hit points. 71 will attack through phase one, though more may be pulled accidentally.
  • Unstoppable Abomination – Periodically applies Mortal Wound, a stacking “-10% healing received” debuff to its target. It will randomly choose one melee range target, so multiple tanks work best for this mob. They spawn progressively faster as phase 2 approaches, they must be killed as fast as possible to avoid having multiple abominations up when Kel’Thuzad becomes active. ~75,000 hit points. Normal run speed. Eight will attack through phase one, though more may be pulled accidentally or intentionally for achievements. Hits for ~4,000 on plate, mortal wounds for 6,000.
  • Soul WeaverWail of Souls Inflicts 6375–8625 Shadow damage and does a 30-yard knock-back that hits 3 players. It will only do this attack when it is near its primary aggro target. ~55,000 hit points. Slow movement speed. Eight will attack through phase one, though more may be pulled.

Phase two

Phase two begins 3 minutes and 48 seconds after you engage Kel’Thuzad. He becomes active, and has approximately 5,660,000 hit points. He is tauntable.

  • Frost Bolt single is a 2-second cast. Inflicts 10063–12937 Frost damage to primary aggro target and reduces its movement speed for 4 sec. This spell is not reflectable via Warrior Spell Reflection.
  • Frost Bolt multiple inflicts 4500–5500 Frost damage and reduces the targets’ movement speed for 4 sec. Hits everyone in the room and cannot be interrupted – it is instant cast. Used every 20-30 secs. Fully resistible.
  • Mana Detonation is a debuff randomly applied to a mana-using player. The player will explode after 5 seconds, dealing Arcane damage based on maximum mana to all players within 10 yards (not to himself). Mana-based melee will only deal ~10,000 damage, while holy Paladins and Priests can cause ~25,000 damage or more. It will also drain ~2,000 mana from the affected player. This spell has a 30-second cooldown.
  • Shadow Fissure summons a very noticeable red fissure around the targeted player which does 62500–137500 Shadow damage after 5 seconds as Void Blast. Easily avoidable by running out of the fissure.
  • Frost Blast places an Ice-Block effect on the targeted player, and all players within 10 yards, rendering them unable to perform any action. This effect will continue to chain to anyone within 10 yards of anyone affected as with C’thun’s Eye Beam. It will deal 104% of their maximum HP in damage over 4 seconds. If those affected are not healed within 4 seconds they will die. Unlike 25-man this ability cannot target the main tank. Instant casts, such as the priest’s Prayer of Mending or even Power Word: Shield may be more successful than fast heals such as the Priest’s Flash Heal, the Paladin’s Flash of Light, the Druid’s Regrowth, or the Shaman’s Lesser Healing Wave, depending on the server lag and individual healer’s latency. Party heals, such as Circle of Healing or Chain Heal may be more successful, as long as they proc on the player within the Ice Block. For people having trouble keeping melee alive, try to group two melee together and have each group stay 10 yds away from the tank. This way only two melee will be affected at the same time, and it’s much easier (and more healer friendly) to keep them alive, instead of healing through three Frost Blasts. This spell has a 45-second cooldown.

Phase three

At 45% health, Phase Three will begin as Kel’Thuzad calls for aid and the Lich King sends two Nerubian Crypt Lords known as the Guardians of Icecrown to attack the raid.

  • Guardian of Icecrown – These have as much HP as Kel’Thuzad (combined) with the ability Blood Tap, which is a self buff that does +15% all damage, + 10% size, and can stack up to 99 times. The Guardians will flee when Kel’Thuzad dies. Immune to CC. The Guardians stack Blood Tap every ~15 seconds and it hits their aggro target for ~3,000. They hit for ~2,000 on plate to start but this increases rapidly over time.

25-man strategy

You will need one main tank and two to three Guardian-of-Icecrown offtanks for this encounter. It is worth noting that none of the abilities in this encounter can be removed by PvP trinkets or Ice Block/Divine Shield/Cloak of Shadows.

During phase one, the raid will stack in the centre of Kel’Thuzad’s room. Melee will engage and kill Unstoppable Abominations while ranged will kill Soldiers of the Frozen Wastes and Soul Weavers before they reach the raid. 15 seconds after Kel’Thuzad’s aggro emote, he will become active; it is essential that the entire raid spread out efficiently around the room before this occurs in order to mitigate the effects of the Mana Detonation and Frost Blast abilities. Mana Detonation will come approximately every 20 to 25 seconds, Shadow Fissure approximately every 15 to 20 seconds, Chains of Kel’Thuzad every 90 to 120 seconds, and Frost Blast every 45 to 60 seconds.

For phase two, the main tank should drag Kel’Thuzad to the center of the room, and melee classes should stack in the three cardinal points around Kel’Thuzad’s hitbox not occupied by the main tank (a bit more than 10 yards from each other). It is critical that they be at max range and spread out so that Frost Blast will only hit as few as possible. This is a diamond-shaped formation. If this positioning is not perfected, multiple melee will be frozen by Frost Blast which tends to result in the death of most of them. If it chains to the tank, it usually results in a wipe.

An interrupt rotation on Kel’Thuzad’s Frost Bolt should be established to reduce damage taken by the tank (30k damage per bolt without resistance). If/when Shadow Fissure is cast on the tank, the melee MUST reposition with the tank. The ranged DPS and healers should spread out in a circle around Kel’Thuzad with a space left for mana-based melee to run to should they be afflicted by Mana Detonation. Melee will need to move for Shadow Fissure but should move back to their original position afterward. The Guardian-of-Icecrown offtanks don’t need to do anything until phase 3 begins and can stay in the alcoves where the adds spawned in phase one to avoid spreading Frost Blast.

Usually at least once before phase 3 begins, Kel’Thuzad will cast Chains of Kel’Thuzad. All DPS must stop until the tank has reestablished threat on Kel’Thuzad. Interrupts need to continue. It is important that Mages polymorph and other classes CC the affected players very quickly as they will do extremely high damage (two-shotting raid members) and cast extremely large heals on Kel’Thuzad. It is also possible for Kel’Thuzad to be Bloodlusted and Hand of Protectioned, as well as any other buffs you can think of. When Chains of Kel’Thuzad ends, the affected players should return to their positions.

At 45% HP, the Lich King will send four Guardians of Icecrown to attack the raid. These appear one at a time. The Guardian offtanks will need to pick up the rest and offtank them in the alcoves for the rest of the encounter. All of Kel’Thuzad’s phase-2 abilities continue in this phase. Note that it is possible and probable that one of your Guardian offtanks will be mind controlled at some point, so it is advisable that the Guardians are tanked relatively close together so that the other offtanks can taunt the Guardians when they become loose. Guardians hit very hard and their melee hits will increase the longer you take to kill Kel’thuzad.

It is advisable to save DPS cooldowns and Bloodlust for phase 3 as the Guardians will become untankable if you take too long to finish the encounter.

10-man strategy

The 10-man version of Kel’Thuzad is significantly easier than the 25-man and should be manageable if your group can kill Sapphiron. Since the Guardians do not hit very hard on 10-man and Kel’Thuzad cannot target the main tank with Frost Blast, the main tank can pick up both Guardians and tank them along with Kel’Thuzad, eliminating the possibility of the offtank being Frost Blasted while tanking Guardians, which can often result in death.

(Pre-Patch) Kel’Thuzad’s abilities in a 10-man consist of single-target Frost Bolts (which can be interrupted), raid-wide Frost Bolts (which must be healed through; the slowing effect can be dispelled), Mana Detonation (positional), and Shadow Fissure (instant death if in the area of effect after 5 seconds).

Healers must keep the raid topped off, and heal the Frost-Bolted target immediately.

Optimally, designate one healer for the tank, healer(s) to watch for Frost Blast, and AoE/chain heals for the raid-wide Frost Bolts. The healer assigned to heal the multiple Frost Bolt should stand near the center of the raid to have access to the entire raid. Healers should also be ready to heal each other in case of Frost Blasts, and to fill in for each other as needed. Once the adds are picked up, this encounter is effectively a DPS race, because the guardians get bigger and bigger, and hit harder, until eventually your tank will die or your healers run out of mana.

While not as big a problem as on 25-man, restrict your melee DPS to three, including the tank. This allows them to form a triangle around Kel’Thuzad, which prevents frost bolts chaining onto the tank. The tank may have difficulty seeing the fissures once the Guardians grow to a certain size. To deal with this, try to move every time they form. This will not be an issue if your group has enough DPS to kill Kel’Thuzad before the Guardians get too big.

Kel’Thuzad’s can chain cast his single-target Frost Bolt on a tank for 10-12k each. Any form of melee interruption is greatly helpful here, including a Shield Bash, Rogue Kick, or Death Knight Mind Freeze/Strangulate.

Kel’Thuzad has a 19-minute enrage timer (from the beginning of the fight), at which point his Frost Bolts begin hitting for approximately 30k and he hits for 20k melee on plate.

Source: WowWiki, MMO-Champion, Wowhead

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Plague Wing
A wing of strange fungus, ghouls, gargoyles, maggots and other plagued monstrosities. Three bosses.

* Noth the Plaguebringer
* Heigen the Unclean
* Loatheb

Noth The Plaguebringer
Noth the Plaguebringer is the first boss of the Plague Quarter in Naxxramas.

25-man Abilities

Noth the Plaguebringer has approximately 8,440,000 hit points.

Phase One

Curses ten random players. If they are not decursed within 10 seconds they will inflict Wrath of the Plaguebringer on themselves and all allies within 30 yards.
For every missed curse everyone within 30 yards will suffer 5550 to 6450 immediate shadow damage and 3150 to 3850 shadow damage every two seconds for ten seconds. This application of 23,000+ damage to the entire raid will generally cause a wipe.
He blinks periodically throughout the fight, causing a complete Aggro wipe. Cooldown is around 25 seconds when he is in the room, and he only travels a short distance.
He will cast this every time he blinks, on those around where he blinks FROM, doing an AoE debuff that slows movement by 50%, attack speed by 100% and reduces strength by 50%. Dispellable.
  • Summon Plagued Warriors – Every 30 seconds Noth the Plaguebringer will summon three Plagued Warriors. These have ~125,000 hit points and melee for ~3000 on plate. They can cleave.
  • Berserk – Noth the Plaguebringer will Berserker Enrage after three skeleton phases. This will increase his damage by 1000%.

Phase Two

Every 110 seconds of combat Noth will teleport away to a balcony and become invulnerable while waves of skeletons attack the raid. Phase two lasts 70 seconds after which Noth will commence phase one again.

  • Plagued Champions – These have ~130,000 HP and melee for ~3500 on plate. They have mortal strike and Shadow Shock which does 2960 to 3440 Shadow damage to all raid members within 25 yards. Cast randomly and often. Four will come at a time with two waves total.
  • Plagued Guardian – These will only appear in the second and third skeleton phases. They have ~100,000 HP and melee for ~1,000 on plate. They will cast Arcane Explosion which will deal ~6,000 damage to all targets within 30 yards. Two of these will replace two Plagued Champions in each wave. Due to the fact that it is quite possible to kill Noth before the second skeleton phase, it is unlikely you will encounter these.

10-man Abilities

Noth the Plaguebringer has ~2.5 million hit points.

Curses three random players. If they are not decursed within 10 seconds they will inflict Wrath of the Plaguebringer on themselves and all allies within 30 yards.
For every missed curse everyone within 30 yards will suffer 3700 to 4300 immediate shadow damage and 1313 to 1687 shadow damage every 2 seconds for ten seconds. Unlike the 25-man version this is healable as you may not have any decursers.
  • Summon Plagued Warriors – Every 30 seconds, Noth the Plaguebringer will summon two Plagued Warriors. These have ~100,000 hit points and melee for ~1,000 on plate. They can cleave.
  • Berserk – Noth the Plaguebringer will Berserker Enrage after three skeleton phases. This will increase his damage by 1000%.

Phase Two

Every 110 seconds of combat Noth will teleport away to a balcony and become invulnerable while waves of skeletons attack the raid. Phase two lasts 70 seconds after which Noth will commence phase one again.

  • Plagued Champions – These have ~105,000 HP and melee for ~2500 on plate. They have mortal strike. Two will come at a time with two waves total.
  • Plagued Guardian – These will only appear in the second and third skeleton phases. They have ~75,000 HP and melee for ~1,000 on plate. They will cast Arcane Explosion which will deal ~4,000 damage to all targets within 30 yards. One of these will replace one Plagued Champion in each wave. Due to the fact it is quite possible to kill Noth before the second skeleton phase it is unlikely you will encounter these.

25-man Strategy

A relatively simple fight to start the Plague Quarter. You will need 2-3 decursing classes and 2-3 tanks. The skeletons in the encounter will spawn from the bone piles in the room.

Noth hits quite lightly on the tank but will blink fairly often and reset threat. This is not terribly dangerous though DPS should slow and cripple should be dispelled to allow the tank to reestablish threat. Noth will use Curse of the Plaguebringer every ~50 seconds which is the crux of the encounter. Failure to decurse this generally results in a wipe. The offtanks should pick up the Plagued Warrior spawns but DPS should focus on Noth while he is in Phase One in order to kill him before two skeleton phases.

When Noth teleports, the Plagued Warriors can be AoE’d along with the spawning Plagued Champions. The main tank should help pick up the Champions. Due to Shadow Shock, healers and ranged DPS should try to maintain the maximum range from the Plagued Champions to avoid unnecessary raid damage.

When Noth returns, he will almost immediately cast Curse of the Plaguebringer, if this is decursed properly it should be a kill.

10-man Strategy

As with the 25-man encounter, prompt removal of the Curse of the Plaguebringer is critical. Cripple should also be dispelled as soon as possible, especially on the tank. It is possible to heal through one missed curse/wrath, but the total damage to the raid can be as much as 100,000 per application and this should be viewed as a last resort.

If no decursing is available, those targeted with the curse need to run to three separate locations more than 30 yards from the raid, so that Wrath only hits them.

Easiest for entry-level raids is to pursue a slow and steady strategy, where some dps is devoted to keeping the skeleton adds down to a reasonable number, and it is accepted that Noth will reach phase 2. This is most reliable if the raid has good healing endurance but overall dps is less than 14000. Assigning two dps (as well as a tank) to adds should be enough.

A quicker strategy, for raids with good dps (14000 or greater) and a suitable tank, is to tank all of the skeleton adds and just burn down Noth. In this case the goal is to kill Noth before he enters Phase 2, avoiding the Plagued Warriors entirely. If dps comes up short it is not necessarily a wipe, but as many as eight adds will be up at the beginning of Phase 2. Alternatively, this strategy can be done intentionally and the adds can be aoe’d down as a group at the start of phase 2. This tactic can be used for a group with two solid tanks and two heals focuses on each, as well as suitable aoe damage dealers.

In either case, two tanks are needed — one to pick up the adds as they spawn on the bone piles, and one for Noth. The better geared tank should be assigned to add tanking as the damage output of the skeletons will be greater than that of Noth once five or more of them are being held.

Heigen the Unclean
Heigan the Unclean is the second boss of the Plague Quarter in Naxxramas. This is the famous dance boss that is well-renowned all over the game. If you master the dance then you master the fight. Some may view this as an easy feat, while many players struggle to master the concept.

25-man abilities

Updated safe spots for WotLK.

Phase one

This is a 30-yard aura around Heigan the Unclean. It will increase cast times by 300%. (This was increased from 20 yards in 3.08)
This is a disease applied to a random player which will do 4,500 Nature damage every 3 seconds and reduce the maximum hit points of every player within 20 yards by 50%.

Phase two

After 90 seconds Heigan will teleport to the middle of the raised platform and begin channelling.

Deals 7,500 Nature damage a second to any player remaining on the raised platform during Phase Two.
Three quarters of the remaining area of the room will be hit by eruption every few seconds during Phase Two. Does 6650 to 7350 Nature damage on a hit. Near the edge of a safe spot players will only be hit once. In the middle of unsafe spots they will be hit multiple times which is generally fatal.

10-man abilities

Heigan the Unclean has approximately 3,060,000 hit points. Note that unlike 40-man Naxxramas the tunnel before Heigan is no longer a gauntlet.

Phase one

This is a 20-yard aura around Heigan the Unclean. It will increase cast times by 300%.
This is a disease applied to a random player which will do 3,000 Nature damage every 3 seconds and reduce the maximum hit points of every player within 20 yards by 50%.

Phase two

After 90 seconds Heigan will teleport to the middle of the raised platform and begin channeling.

Deals 7,500 Nature damage a second to any player remaining on the raised platform during Phase Two.
Three quarters of the remaining area of the room will be hit by eruption every few seconds during Phase Two. Does 6650 to 7350 Nature damage on a hit. Near the edge of a safe spot players will only be hit once. In the middle of unsafe spots they will be hit multiple times which is generally fatal.

Strategy

Overview of the room, group eruption areas, and Eye Stalk tunnel.

  • In this encounter it helps to increase the Particle Density feature. In order to access this you must press ESC->Video->Effects->Particle Density and increase it. Note that it will decrease game performance but it will be easier to dodge the Eruption and Plague Cloud abilities.
  • The RED square is safe from Eruption. During phase 1, all ranged DPS and healers stand here. During phase 2, a heavy damage disease DoT is placed on the platform.
  • The BLUE dots and lines are where the boss is tanked and moved between every lava burst.
  • The GREEN line is an approximate of where the lava bursts are split.
  • The PURPLE dots represent the gauntlet from the old 40 man Naxx, and the YELLOW dot and line was where you were teleported and how you had to run back to the boss. The new 10/25 version does not involve that area in the encounter.

The fight goes as a 135 second cycle:

  • Phase 1: Heigan is in the field for 90 seconds. Ground Eruptions move slowly, the tank has to move Heigan through the positions shown in the graphic.
  • Phase 2: Heigan teleports on the platform for 45 seconds. Ground Eruptions speed up, the entire raid needs to move through the safe zones (see Heigan Dancing Lesson for detailed video tutorial). The platform has to be empty. Heigan will not use Spell Disruption, Teleport and Decrepit Fever during phase 2.

Loatheb
Loatheb is the third and final boss of the Plague Quarter in Naxxramas.

25-man Abilities

Loatheb’s melee is relatively weak. Loatheb has approximately 20,200,000 hit points. He will also enter a Berserker Rage at 12 minutes into the fight, killing anyone left alive.

Every 20 seconds Loatheb will cast Necrotic Aura on the raid, reducing all healing done by 100% for 17 seconds. This means you get 3 seconds to heal every 20 seconds.
Every 30 seconds Loatheb will cast this on the raid. Does 400 Nature damage a second for five seconds followed by a ‘Bloom’ of death for 1500 damage as a reverse Lifebloom. Undispellable. One peculiarity of Deathbloom is that the five small DoT ticks cannot be absorbed by Power Word: Shield, while the larger bloom at the end can be absorbed.
Loatheb begin to cast it after two minutes of combat. Inflicts 5000 Shadow damage after 10 sec. 100 yards, every 30 secs. 5 mins after engaging, this will be every 15 secs. This debuff can not be dispelled, cleansed, or decursed and the damage can not be resisted. Ice Block, Cloak of Shadows and Divine Shield will remove it.
This is a beneficial “debuff” on players gained during the encounter. Critical chance increased by 50%. Spells and abilities cause no threat. 90 secs duration. Loatheb summons spores approximately every 20 secs. Killing the spore (which has very low HP) allows five people within 10 yards to receive this buff.

10-man Abilities

Loatheb’s melee is relatively weak. Loatheb has approximately 6,690,000 hit points.

Every 20 seconds Loatheb will cast Necrotic Aura on the raid, reducing all healing done by 100% for 17 seconds. This means you get 3 seconds to heal every 20 seconds.
Every 30 seconds Loatheb will cast this on the raid. Does 200 Nature damage a second for six seconds followed by a ‘Bloom’ of death for 1200 damage as a reverse Lifebloom. Undispellable.
Loatheb begins to cast it after two minutes of combat. Inflicts 4000 Shadow damage after 10 sec. 100 yards, every 30 secs. 5 mins after engaging, this will be every 15 secs. This debuff can not be dispelled, cleansed, or decursed and the damage can not be resisted. Ice block, Cloak of shadows and divine shield will remove it.
This is a beneficial “debuff” on players gained during the encounter. Critical chance increased by 50%. Spells and abilities cause no threat. 90 secs duration. Loatheb summons spores approximately every 30 secs. Killing the spore (which has very low HP) allows five people within 10 yards to receive this buff.

25-man Strategy

This encounter is a DPS race that also hinges on making good use of the available time to heal. You will need one tank.

It is important that everyone in the raid gains the Fungal Creep buff as soon as possible and keeps it. Only 5 people can get it at a time. Therefore each of your 5 groups should have an order to kill the randomly spawning spores, the highest DPS should get it first. As they spawn 5 people will move to the spore and kill it while stacked on top of it. The tank does not need or want the buff.

Two healers should be enough to keep the tank topped off during the available healing time, the rest of the healers will need to heal the raid. Since Necrotic Aura only applies to healing done while it is active, there are a number of tricks available to healers to increase their window for healing, namely precasting a heal so that it casts just as the aura drops, and stacking up Lifebloom so that it will bloom when the aura drops (full stack of 3, ticking through the aura downtime also provides a decent heal). Priests can also use Power Word: Shield, as it does not actually heal, and so is not affected by the aura. However, Power Word Shield will not absorb Inevitable Doom damage and will absorb only part of the damage from Deathbloom, so it is best used on the main tank. Similarly, Sacred Shield on the Main Tank will help to reduce his incoming damage. It is important to note that heal over time spells and healthstones/healing potions will do nothing while the aura is up so only large heals should be used. An exception to this is the Holy Priest’s Circle of Healing, which can be used at the end of the healing window, when there is no time remaining to use a spell with a cast time. When not getting the spore buff the raid should remain stacked to facilitate healing. Bandages during the 3 seconds and shadow protection potions can help (these apply whether used within aura uptime or not, since they prevent damage instead of healing it). Should you divine shield or ice block Inevitable Doom the spore “debuff” will fall off and you will need to get it again.

After a while, Inevitable Doom damage will become very difficult to heal so it is important that Loatheb is killed before this.

The priest’s discipline tree also has the talent Divine Aegis, which shields the target for 30% after critical heals (3/3). This effect has been reported to work also during the Necrotic aura (still under investigation [1]).

10-man Strategy

Group construction: One group should be made of 4 DPS + 1 AOE-capable Healer. Any remaining DPS in the raid should be instructed to follow this group. The second group should have all tanks, remaining healers, and any extra DPS.

Assignments: One member of the DPS should be assigned to locate, announce, and pop spores. All other DPS should focus solely on moving, and DPS. A second player should be assigned to announce pre-casting for healers.

Positions: Loatheb should be tanked in the center of the room with healers positioned half-way between Loatheb and the entry door. The DPS group will be roaming.

Spores: When a spore appears the assigned player should announce its location. All DPS in the raid should move within 10 yards of the spore, and then resume DPS on Loatheb. The assigned player then pops the spore. All DPS should focus on being in range of a spore, and hitting the boss – that’s it. The assigned player should be the only member looking for spores and popping them.

Healers: An assigned healer should announce “Precast!” when there are 3 seconds left on the Necrotic Aura. All healers should then cast a 3-second spell that will succeed the moment the healing window opens. Healers should then focus on their assigned targets using the fastest spells available.

Healers with spells that heal over time (HoT) may be able to “load” spells onto members of the raid before the precast announcement. This will enable the HoT to tick during the healing window. Timed Lifebloom’s with an expiration within the healing window may also help boost the healing.

Notes

  • The Fungal Creep debuff will affect 5 members of the group, at maximum. The AOE Healer assigned to follow the DPS group should ensure that they are not one of those 5, until later in the fight.
  • Later in the fight, spores may appear very far from the DPS group. In these cases, the spore may be allowed to float to the tanks, and healers, where they can benefit from the debuff. If 100% of the raid have the debuff, then zero (0) threat is generated, and Loatheb will continue hitting the designated tank. However, the DPS group should move to intercept the very next spore, or you risk creating a change in threat.

Stacking method

The debuff given by the spores causes 100% loss of threat from all attacks. Because of this, most raids are reluctant to allow the debuff to reach the tank. Use the Divided Method for the first two spores that enter the room. This allows the raid to sustain their DPS with the increased crit chance, but also completely diminishes their threat. During the first two spores, the tank focuses solely on raising his threat on Loatheb as high as possible (tanks doing 4k+ TPS have no problem reaching insurmountable amounts of threat within the first two spores). Positioning of Loatheb and healing assignments are the same as found above.

Once the third spore enters the room, all players in the raid stack on the tank, and no one chases after spores from this point on. The spores are then allowed to crawl their way to where the entire raid is standing, and the spore is popped giving the entire raid the increased critical chance and 100% loss of threat debuff. At this point, there is no downtime from DPS having to run around the room, and all raid members, including the tank, begin to crit non-stop. Because everyone in the raid has 100% loss of threat, there is no need to worry about the tank losing threat (unless someone taunts Loatheb, which should be avoided at all cost). Loatheb can be demolished with this strategy by roughly doom #10, #15 maximum.

Source: WowWiki, MMO-Champion, Wowhead

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Abomination Wing
A wing of toxic slime filled with abominations and their creators. Four bosses.

  • Patchwerk
  • Grobbulus
  • Gluth
  • Thaddius

Patchwerk

Patchwerk is the first boss of the Construct Quarter in Naxxramas. He is typically seen as a gear check, and is a prime example of a tank and spank fight. You must clear Patchwerk’s entire room or else Patchwerk will aggro all other mobs onto you when you pull him (confirmed on 10-man).

25-man abilities

Patchwerk has approximately 13,000,000 hit points. His regular melee hits plate for about 9,000.

Patchwerk will use this ability at a 1 second frequency on the target in melee range with the highest HP who is also one of the top three on Patchwerk’s aggro list. Cannot be used on the main tank unless there are no other targets. This means that if you have 3 tanks, the rest of the melee is perfectly safe as long as they stay below the threat of all 3 tanks and none of the tanks die. Does 79,000 to 81,000 raw physical damage which can mitigated by armour and parried/dodged. This is about 23,000 damage on a partially Naxxramas geared tank. This ability will add threat to the three most threatening on Patchwerk’s aggro list.
Note: The 40-man level 60 version of Patchwerk selected hateful targets from the 2nd, 3rd and 4th melee targets on threat, however due to misunderstandings about the mechanics melee DPS would often get the slime debuff to reduce their HP. This misunderstanding has continued to the present today. It is not and has never been necessary for melee DPS to reduce their HP if the tanks are all doing their job.
At 5% HP Patchwerk will gain 25% increased Physical damage (including Hateful Strike) and 40% increased melee haste.
  • Berserk – After 6 minutes of combat Patchwerk will Berserker enrage, increasing all damage done by 1000%.

10-man abilities

Patchwerk has approximately 4,320,000 hit points. His regular melee hits plate for about 4,500.

Patchwerk will use this ability at a 1 second frequency on the target in melee range with the second highest threat. Cannot be used on the main tank unless there are no other targets. Does 19975 to 27025 raw physical damage which can mitigated by armour and parried/dodged. This is about 7,000 damage on a partially Naxxramas geared tank. According to Elitistjerks.com this ability will add threat to the two most threatening on Patchwerk’s aggro list though this is not confirmed.
At 5% HP Patchwerk will gain 25% increased Physical damage (including Hateful Strike) and 40% increased melee haste.
  • Berserk – After 6 minutes of combat Patchwerk will go Berserk, increasing his damage by 500% and his attack speed by 50%.

25-man strategy

This is an extremely simple encounter that will test your gear and the sheer numbers your raid can put out. You will need one main tank and 1 or 2 Hateful strike tanks. If one is used healing on Hateful strikes must be very quick, or he will 1-shot the highest melee on aggro.

The main tank and the hateful tanks will run in first and will start taking massive damage immediately (Note: Melee dps need to stay out until all 3 tanks have aggro or they could be hit with Hateful Strikes). Patchwerk will hateful strike the 2nd and 3rd players on his aggro list in melee range, starting with whichever has highest health. The hateful tank with most HP will therefore be hit the most. He will still melee the main tank, who will be first on aggro. At this point it is simply a test of killing Patchwerk before his berserk timer and keeping the tanks alive. You will need 36,111 raid DPS to do this. Patchwerk also does a soft enrage (Frenzy) at 5% health, this should only last a few seconds before he goes down.

Tips

  • Have a mage buff off-tanks with Amplify Magic.
  • Have a Wrath of Air Totem near the healers and a Stoneskin Totem near the tanks.
  • Use Armor elixir, Agility elixir, and Indestructible potion.
  • Warriors use last stand at the beginning of the fight.
  • Always have Thunderclap/Demoralizing Shout (if a warrior has them improved better).
  • Off-tanks should use trinkets + shield blocks (have good avoidance gear).
  • One hunter casts Scorpid Sting.
  • One druid casts Insect swarm (Does not stack with Scorpid Sting).
  • Have buffs like: Deathknight’s horn of winter, Paladin devotion aura, heroism, etc.
  • Priest’s shields.
  • Paladin’s Beacon of Light.
  • Better with 5-6 healers, 2 on each off-tank.

On 25man, Block is almost a useless stat for tanks, as the hatefuls will still do 20k damage even if you do block. If you have any other trinket’s / armour of simular standard that give you either dodge or parry, they are more useful here. It may be worth picking up the “Valour Medal Of The First War” Trinket, just for this encounter, because even spam healing, your healers are not going to be able to keep you up if you don’t completely avoid every 4th hateful.

10-man strategy

This is an extremely simple encounter that will test your gear and the sheer numbers your raid can put out. You will need one main tank and 1 Hateful Strike tank.

The main tank and the hateful tank will run in first and will start taking massive damage immediately. Both tanks should be careful on the pull to establish threat immediately (otherwise, the main tank will take both melee strikes and possibly 1-2 Hateful Strikes), and melee DPS should wait a few seconds to engage in the fight.

Once the pull has begun, Patchwerk will still melee the main tank, who will be first on aggro, and hateful the person with the second highest threat (this must be the Hateful tank); this makes it important establish tank aggro correctly and promptly when the fight begins). At this point it is simply a test of killing Patchwerk before his berserk timer and keeping the tanks alive. You will need 12,000 raid DPS, or 1,500/person including tanks, to do this. Patchwerk also does a soft enrage (Frenzy) at 5% health, this should only last a few seconds before he goes down. Damage mitigation cooldowns (e.g., Shield Wall, Divine Protection, etc.) can be helpful to mitigate damage during the short soft enrage period. It is generally unnecessary to save dps cooldowns (e.g., Bloodlust) for the enrage period, though, as Patchwerk will normally be killed before the end of any tank cooldowns that are applied.

Assuming you have 2 tanks, it is advised to let your “best” tank (the one with most health and armor — dodge is useful) Be the Hateful tank, and have your lesser geared tank take Patchwerk’s normal hits.

Grobbulus

Grobbulus is the second boss of the Construct Quarter in Naxxramas.

25-man abilities

Grobbulus has approximately 9,596,000 hit points.

Grobbulus will drop these below him every ~15 seconds. They will expand over time and last 75 seconds. They deal 4,250 Nature damage per second to anyone within.
Deals 11875 to 13125 Nature damage to enemies in front of Grobbulus in a 45 yard cone. Enemies hit by Slime Spray summon a Fallout Slime.
A blob that deals 2,000 Nature damage every 2 seconds, in a 10 yard range AoE. Should be picked up by an offtank.
Cast on a random raid member every ~20 seconds with the frequency increasing as Grobbulus’ health drops. After 10 seconds, or if cleansed, the affected player will deal 8075 to 8925 Nature damage to everyone within 20 yards (including theirself) as Mutagen Explosion and create a poison cloud beneath them.
  • Berserk – After nine minutes of combat Grobbulus will berserker enrage. Increases all damage done by 1,000%.

10-man abilities

Grobbulus has approximately 2,928,000 hit points.

Grobbulus will drop these below him every ~15 seconds. They will expand over time and last 75 seconds. They deal 2,000 Nature damage per second to anyone within.
Deals 6300 to 7700 Nature damage to enemies in front of Grobbulus in a 45 yard cone. Enemies hit by Slime Spray summon a Fallout Slime.
  • Fallout Slime – a blob that deals 1,000 Nature damage every 2 seconds, in a 10 yard range AoE. Should be picked up by an offtank.
Cast on a random raid member every ~20 seconds with the frequency increasing as Grobbulus’ health drops. After 10 seconds, or if cleansed, the affected player will deal 8075 to 8925 Nature damage to everyone within 20 yards (including theirself) as Mutagen Explosion and create a poison cloud beneath them.
  • Berserk – After twelve minutes of combat Grobbulus will berserker enrage. Increases all damage done by 1,000%.

25-man strategy

Grobbulus is not a terribly difficult encounter if you are able to kill Patchwerk. You will want two tanks.

Grobbulus should be picked up and taken to a wall. He should NEVER be facing the raid or the resulting fallout slimes will spell a wipe. The main tank should slowly kite Grobbulus around the edge of the room, moving as Grobbulus places poison clouds. The offtank should pick up fallout slimes that spawn from the main tank being hit and DPS should take them down quickly. Do not cleanse the Mutating Injection; affected players should get away from the raid to near an existing poison cloud and will need healing after 10 seconds. Space should be conserved by keeping poison clouds near each other. You have nine minutes.

10-man strategy

Your main tank should start the encounter by pulling Grobbulus to one of the outside walls of the room. The tank should move Grobbulus around the outside edge of the room each time Grobbulus drops a poison clouds (you will likely complete at least one full circuit of the room during the fight). Raid members hit by Grobbulus’ Mutating Injection should move next to the last cloud he dropped so the new cloud they create will merge with Grobbulus’ cloud. This conserves space within the room for the ranged and healers. However, with this positioning strategy the tank must move Grobbulus a fair distance every time a cloud is dropped or else the melee will be clipped by the mutating injection going off, though Grobbulus should not be moved so far that ranged DPS are out of range of Grobbulus while waiting for an Injection to go off.

Ranged and healers should stand on the inside of the room, moving toward the outside temporarily when they are hit with the Mutating Injection. Melee may want to try to hit Grobbulus from the side (it will look as though they are attacking his boot) so they do not run through his poison clouds when the tank moves him. However, melee should absolutely not stand in front of Grobbulus at any point for risk of spawning an additional fallout slime.

Designate an off-tank to pick up the fallout slimes as they spawn. At least a couple ranged DPS should switch to them when they spawn so the off-tank doesn’t get overwhelmed. Like the rest of the raid (with the exception of the main tank), the off-tank will occasionally be hit by Mutating Injections, and in these cases it may be helpful to have a Hunter misdirect slimes onto him.

Towards the end of the fight, Grobbulus will be using his Injection very frequently. Burst effects on long cooldowns (particularly Bloodlust) should be saved until late to help finish Grobbulus off. This part of the fight depends almost entirely on your ranged DPS, as melee will have great difficulty dealing any significant damage to Grobbulus due to the frequency with which they are injected.

Gluth
Gluth is the third boss of the Construct Quarter in Naxxramas.

25-man abilities

Gluth

Gluth has 8,436,725 hit points. His melee is not terribly strong, approximately 6,000 on plate. Gluth is tauntable.

Reduces the effectiveness of healing spells by 10% for 15 seconds. Stacks. This debuff is applied to Gluth’s target approximately every 10 seconds.
Increases melee haste by 100% for 8 seconds. Dispellable by Rogues, Hunters, and Shamans’ purge.
Reduce the current health of all nearby units (friendly or enemy) to 5% of their maximum health. Affects both players and zombies. Used approximately every 90 seconds.
  • Devour Zombie – Gluth will emote, “Gluth spots a nearby Zombie to devour!” and move towards any zombies that get near him. This will heal him by 5% of maximum HP.
  • Berserk – Gluth will Berserker enrage shortly after the fourth decimate, increasing all damage done by 1,000%.

Zombie Chow

Zombie Chows have 1,000,000 hit points each. Two will spawn every 10 seconds from the grates near where you jump out of the pipe into Gluth’s lair. These move at run speed. Vulnerable to all snares and roots.

  • Infected Wound – Applied on a melee hit, increases physical damage taken by the target by 100. Stacks up to 99 times. Forces zombies to be kited rather than tanked.

When Zombie Chows are hit by decimate they will immediately stop attacking and run towards Gluth. Should be rooted and AoE’d down. They will have approximately 50,000 hit points at this stage.

10-man abilities

Gluth

Gluth has approximately 3,230,000 hit points. His melee is not terribly strong, approximately 3,500 on plate. Gluth is tauntable.

  • Mortal Wound – Reduces the effectiveness of healing spells by 10% for 15 seconds. Stacks. This debuff is applied to Gluth’s target approximately every 10 seconds.
  • Enrage – Increases melee haste by 25% and damage by 25% for 8 seconds. Dispellable by rogues, hunters, and shamans.
  • Decimate – Reduce the current health of all nearby units (friendly or enemy) to 5% of their maximum health. Affects both players and zombies. Used approximately every 2 minutes. Also may hit the tank for 75% of his life if not evaded.
  • Devour Zombie – Gluth will emote, “Gluth spots a nearby Zombie to devour!” and move towards any zombies that get near him. This will heal him by 5% of maximum HP.
  • Berserk – Gluth will berserk roughly 8 minutes after being engaged. Increases damage done by 500% and melee haste by 150%. This will be a bit after the fourth use of Decimate.

Zombie Chows

Zombie Chows have approximately 500,000 hit points each. One will spawn every ~10 seconds from the grates near where you jump out of the pipe into Gluth’s lair. These move at run speed. Vulnerable to all snares and roots.

  • Infected Wound – Applied on a melee hit, increases physical damage taken by the target by 100. Stacks up to 99 times. Forces zombies to be kited rather than tanked.

When Zombie Chows are hit by Decimate they will immediately stop attacking and run towards Gluth. Should be rooted and AoE’d down. They will have approximately 25,000 hit points at this stage.

25-man strategy

Gluth is one of the more difficult encounters in the instance from an execution standpoint. You will want two tanks and a kiting class. Paladins often work best with holy wrath for bad situations, plate armour and consecrate/taunt (any spec though protection is best). Most classes CAN kite the chow however. All that is required is maintaining aggro on the chow and running them around whatever slow effects are used.

The main tank should run up the pipe first, pick up Gluth and drag him all the way to the far door so as to avoid the Zombie Chow. Warriors are ideal as they can berserker rage to avoid Gluth’s terrifying roar. The two tanks should taunt Gluth off each other every 15 seconds to mitigate the effects of mortal wound.

Zombie Chows will spawn constantly in the back of the room near the pipe from the grates. The ranged DPS and healers should stack up on each other ~30 yards from Gluth to aid the Paladin in kiting the zombies. The paladin should drop consecration on the stacked raid as often as possible while kiting the zombies around the back of the room in order to gain aggro on the Zombie Chow who should make straight for the healers. The Paladin cannot kite the zombies alone however, you will need assistance in slowing the adds:

  • Hunters can slow by using frost traps as often as possible.
  • Mages can root using Frost Nova, or slow with Cone of Cold, or Improved Blizzard.
  • Warlocks can stun with Shadowfury (if destruction spec and spent point to acquire spell).
  • Warriors can slow with Piercing Howl and can stun with Shockwave (if prot).
  • Paladins can stun with Holy Wrath.
  • Rogues can slow with Fan of Knives (with Crippling Poison applied).
  • Shamans can drop Earthbind Totem.
  • Frostweave Nets can be used in a pinch.
  • Tauren can stun with War Stomp.
  • Warlocks can slow with Curse of Exhaustion (Talented) – This instant cast, no-cooldown curse can make this encounter significantly easier.
  • It is not advised to use any sort of Fear on Zombie Chows. Not only could they come too close and get eaten, if Gluth eats a feared Zombie Chow, he also becomes Feared! (Current as of 4/28/2009, patch 3.1.1.9806)

Given that most of the above abilities have a coolown, it will probably be necessary to use a combination of methods. The paladin will need a dedicated healer.

As soon as Gluth casts Decimate, you will have a few seconds to heal the current tank before Gluth kills him. All of the zombies in the room will stop attacking and make straight for Gluth, the entire raid MUST slow, root, snare, stun and above all kill all of them before they reach Gluth. Use whatever AoE abilities you have.

Keep this up for a few decimates and Gluth should be dead.

10-man strategy

Contrary to the tactics for 25-man, you do NOT need a paladin to help with the adds. Our guild discovered after our 2nd wipe (using a hunter for the 1st 2 tries) that our mage would be better.

Drop into the room, in order, main tank, off tank, healer’s, DPS then kiter. Have your main tank pull the boss to the door at the far end of the room. Gluth will likely aggro before the Main Tank leaves the pipe, if you are the Main Tank wait to use any abilities on him until after you hit the floor as he may evade until he is able to attack you.

Tanking this encounter requires switching, and if vent is not available, make a macro with a Raid Warning “Tank Switch” when the stacks get too high. Depending on your tanks, either have the main tank holding Gluth as much as possible, or your two tanks switching at regular intervals. In the first cast, once the MT has Mortal Wound stacked to 3 debuffs, the OT should taunt and hold Gluth for up to 15 seconds while the debuff stack expires on the main tank. In the second case, just have your two tanks taunt every time the debuff stack expires. As long as the debuffs are not stacked too high, Gluth’s melee is easy to heal through.

If one of the tanks in your group is a tankadin, it may be best to allow them to kite the Zombie Chow. If you do this, a DPS-specced death knight, druid, paladin, or warrior, or as a last resort a healing-specced druid or paladin, can off-tank Gluth without too much problem. Have them wear as much tanking gear as possible — although paladins and warriors can probably just sword & board while druids should stack as much health as they can and be in Dire Bear form and all three will be fine — and make sure that your main tank taunts as soon as their Mortal Wound debuff stack expires. Depending on your healers, you will want the Main Tank to allow Mortal Wound to stack 2 or 3 times, then have the DPS/healing-spec character taunt before the next Mortal Wound is applied to the stack. With a boss warning mod such as BigWigs or DBM it should be fairly easy to make sure that the MT is holding aggro on Gluth whenever a Decimate is about to land.

Tank positioning doesn’t matter particularly, but if your healers are not used to this fight it can be a good idea to position the OT behind or to the side of Gluth. After the off-tank taunts, Gluth will turn around, so the healers have a visual aid for the tank switch. The off-tank should then run through Gluth and stand next to the MT. Experienced groups can just stack the tanks next to each other at the door for the entire encounter. Healers must be very careful immediately after the Decimate. They must heal Gluth’s target to over 10k health as quickly as possible after it occurs. If Gluth’s current tank has any Mortal Wounds stacked on them at this point, it may be more efficient to heal the other tank to full and have them taunt, otherwise continue healing the current tank to full and proceed as normal. Healers should not bother healing the rest of the raid until both tanks are topped off, as all Zombie Chow drop aggro and move toward Gluth as soon as Decimate hits.

The trickiest part of this encounter is the Zombie Chow. As stated above, they spawn from the grates periodically. In the 10man you only need one kiter, and the most effective is a frost mage — if they are willing, have a fire or arcane mage re-spec for this encounter. Keep the chow as far away from the boss as possible, to avoid devouring, and use all slow/stun moves to aid the kiter. Do not allow Chow to reach Gluth, as he will be healed for 5% of his total health for each Zombie Chow he consumes.

Don’t try to kill the Zombie Chow until after a Decimate. Even on normal, they have 500k health and there is usually 5-10 up at a time, and if a raid can do that much aoe damage they shouldn’t be focusing on the chow.

After Decimate have your mage use whatever shield he/she has access to and use frost nova, the rest of the dps should then run in and Aoe the chow. In the case of starter raids (slightly undergeared) divert all DPS onto the Chow, leaving just the tank and Off tank on the boss. We found using 2Death knights and a hunter was sufficient to kill the chows before the frost nova broke.

Tips for kiting :

  • If an add goes stray from the pack the mage is kiting, do not just let it run, have a hunter/paladin/lock pick it up (use what ever slowing abilities you have)
  • If the paladin is OT, do not have him help with the adds (we made a similar mistake and he was out of range to taunt the boss from our warrior when he had reached two stacks)
  • If the raid’s dps is lower than average, use everyone to take down the adds after decimate.
  • If you have 3 healers, pick the one with the lowest healing done and have them dedicated to keeping the mage up. This works well, if you have the boss on farm and are gearing up your “2nd team”. 2 healers are more than enough to keep the tank alive.
  • If you have a druid be sure to watch the mage’s mana and innervate (there is likely to be no time for the mage to evocate during this fight as he/ she will be occupied for the duration.
  • Do NOT Attempt to tank the adds! – they stack a de-buff increasing damage done by 100 per stack. if you have 5 chow on your tank, after 5 hits your tank will be taking 500 more damage and after 10 seconds, roughly 500 more, though this is at least mitigated by armor.

One of the hardest things for new groups is actually beating Gluth’s enrage timer, once the mage has got the kiting perfected, you need to focus on maxing dps. Soft cooldowns (anything which resets in 3mins or less) should be used on entry, with heavy cools like bloodlust, being saved.

There seems to be a fault with the Deadly Boss Mods enrage timer, where enrage does not happen until 32 seconds after the mod declares it.

With your mage busy with the adds and your hunter/ ranged dps switching back and forth, you are heavily reliant on good melee dps to bring down gluth. Shaman totems to enhance melee damage, warrior shouts/ paladin blessings and death knights “horn of winter” should be kept up at all times, Gulth has approximately 3 million health (assuming that your kiter lets a few chow through) so your dps needs to max out damage as often as possible.

After the 3rd decimate, roughly 4-5 mins in, you need to use all your cool downs, soft cool downs will have refreshed, and big cool downs like bloodlust should be used. Gluth should be at approximately 25-35% health. If he isn’t, chances are you will not beat the enrage timer.

This is the point where you burn your mana, healers should be running low, so top off the tank and use whatever you’ve got to do some extra boss damage, before using your “shadowfiend”-type move. If Gluth does not die before the next decimate, you will inevitably wipe at the decimate, because the chow will be piling up and your mages will be oom. Have your dedicated healer leave the mage and apply some last min DPS on the boss. If he is below 5% at the next decimate, leave the adds alone, focus your fire and kill the boss, slowing not slaying the adds.

Alternate strategy: Actually, you can tank the adds. We did it with a feral druid with about 32k health&armor, 35% dodge (unbuffed). The tanking requires a lot less skill but more gear, and is demanding to the healers. 3 healers, with one concentrating on the add tank and one of the others switching to add tank when decimate is coming close. It is a bit demanding on the healers, but doable. A little bonus effect is that there will not be any stray adds, they are trivial to pick up when tanking, so DPS can concentrate better on Gluth. If kiting just keeps failing try tanking.

Alternate strategy 2: When your raid is overgeared or your dps are just doing a good job (~2,7k each) you can simply tank him where he stands at the beginning and ignore all the adds. You will deal more damage than he can heal and he won’t ever use decimate. So it will be just tank and spank with taunting. With this strategy you need only one healer so one can change specc to dps.

Thaddius
Thaddius is the fourth and final boss of the Construct Quarter in Naxxramas.

25-man abilities

Feugen and Stalagg

The encounter begins with splitting the raid in two to engage Feugen and Stalagg. If they leave their platforms (or are even just pulled too close to the ramp up to their platforms) the entire raid will be hit by unhealable massive nature damage from the Tesla coils in the room. They have 2,100,000 HP each. If they are not killed within 5 seconds of each other they will resurrect each other with full health.

Feugen

Hits for about 4,500 on plate.

Does 3,500 Nature damage every 3 seconds to everyone within 60 yards.
Pulls Stalagg’s tank to Feugen every 30 seconds and switches their threat.

Stalagg

Hits for about 6,000 on plate.

Increases Stalagg’s melee haste by 200% for 10 seconds.
Pulls Feugen’s tank to Stalagg every 30 seconds and switches their threat.

Thaddius

After Feugen and Stalagg are slain the raid has 15 seconds to jump to Thaddius’ platform before Thaddius becomes active. Thaddius has approximately 30,400,000 hit points.

Hits 5 random players for 6938 to 8062 Nature damage. Cast every ~15 seconds.
Charges the entire raid either negatively or positively. Roughly half will be each. When standing on people with the same charge a 10% damage buff is gained per person. When standing on people with the opposite charge they will deal 4,500 damage after 5 seconds to each other. (If you are standing near a group of the opposite charge you will receive 4,500 damage multiplied by the amount of people.)

This damage buff is needed to have any hope of killing Thaddius before his berserk. Cast every 30 seconds. THERE IS NO PATTERN TO WHICH RAID MEMBERS GET WHICH POLARITY!

If no one is in melee range of Thaddius he will ball lightning his primary aggro target for 17500 to 22500 Nature damage.
  • Berserker Enrage – After six minutes in combat Thaddius will Berserker enrage, increasing all damage done by 1,000%. 30 m / (6×60) = 83,333 (83.3k) Raid DPS needed = ~ 3,333 (3.3k) per player to beat this timer. Assuming 3-4 tanks and 6-7 healers leaves 15 dps means dps needs to do 5.5k dps each. Due to the damage buff can assume +100% to +120% dmg ie: equivalent to average of 2.5k to 2.8k per player on other fights.

10-man abilities

Feugen and Stalagg

The encounter begins with splitting the raid in two to engage Feugen and Stalagg. If they leave their platforms the entire raid will be hit by unhealable massive nature damage from the Tesla coils in the room. They have 838,300 HP each. If they are not killed within 5 seconds of each other they will resurrect each other with full health.

Feugen

Hits for about 3,000 on plate.

  • Static Field – Does 2,500 Nature damage every 3 seconds to everyone within 60 yards.
  • Magnetic Pull – Pulls Stalagg’s tank to Feugen every 30 seconds and switches their threat.

Stalagg

Hits for about 4,500 on plate.

  • Power Surge – Increases Stalagg’s melee haste by 200% for 10 seconds.
  • Magnetic Pull – Pulls Feugen’s tank to Stalagg every 30 seconds and switches their threat.

Thaddius

After Feugen and Stalagg are slain the raid has 15 seconds to jump to Thaddius’ platform before Thaddius becomes active. Thaddius has approximately 3,850,000 hit points.

  • Chain Lightning – Hits 3 random players for 3600 to 4400 Nature damage. Cast every ~15 seconds.
  • Polarity Shift – Charges the entire raid either negatively or positively. Roughly half will be each. When standing on people with the same charge a 10% damage buff is gained per person. When standing on people with the opposite charge they will deal 3,500 damage a second to each other each (7,000 total). Cast every 30 seconds.
  • Ball Lightning – If no one is in melee range of Thaddius he will ball lightning his primary aggro target for 17500 to 22500 Nature damage.
  • Berserker Enrage – After six minutes in combat Thaddius will Berserker enrage, increasing all damage done by 1,000%.

25-man strategy

You will want two tanks. Thaddius and his adds are tauntable. This encounter is significantly harder on 25-man mode, as the enrage timer becomes a very restricting factor should you lose raid members early. Even losing non-DPS classes is harmful, due to the loss of a stacking +10% damage buff. The Thaddius portion of the fight is typically very easy to heal, usually requiring no more than 3-4 healers for a 25-man raid. Any remaining healers should help DPS to beat the enrage timer.

Phase 1: Feugen and Stalagg

Phase 1 is very simple. Split the raid into two groups that will deal approximately equal damage, with half the tanks/healers on either side. Keep the tanks alive and heal Feugen’s/Stalagg’s damage, keep the adds on their platforms, and kill them simultaneously. Tanks should be certain to keep Feugen and Stalagg in the middle/back of their platforms and within range of the Tesla coils – shifting too far towards the base of the ramp can pull them out of range, causing unhealable nature damage to the room and wiping the raid. Every so often, the tanks will be “thrown” to the opposite platform, and their accumulated threat reassigned to the new mob. Tanks may need to pull back and reposition slightly after being thrown to the opposite platform. At around 5% it is necessary for both groups to check where the other is on damage. If either Stalagg or Feugen are killed while the other still has more than 5% to go, both Feugen and Stalagg will be resurrected and the fight will begin anew.

Phase 1.5: The Platform Jump

As soon as Feugen and Stalagg are down, the raid should jump to Thaddius’ platform. It is important to note that this jump is difficult for some people. If one or more members of the raid fail to make the jump, they can run around to the front of the room, up to Feugen or Stalagg’s platform, and try again. However, any raid members who arrive on Thaddius’ platform after the fight begins must wait for a Polarity Shift before moving near the rest of the raid. Having no charge (because you were out of range for the first Polarity Shift) will still trigger polarity charge damage, because the charge is not the same as the other members of the raid (i.e., “no charge” is viewed as a different charge than + or -). A member arriving late to Thaddius’ platform will thus need to wait, away from the rest of the group, until a Polarity Shift occurs and a charge is received, and the raid member can then join the rest of the raid on the appropriate side. After 3.0.8, priests can cast Levitate and mages can cast Slow Fall on anyone in the raid. Players who have trouble jumping down should ask a priest or mage to buff them after Feugen and Stalagg are dead so that all they have to do is run off the edge and float safely down to Thaddius’s platform.

Phase 2: Thaddius

Thaddius will become active a few seconds after the group reaches his platform, and should be tanked in the center of the platform where he is, but slightly forward so that there is room for the raid to see where to run on either side of him during the Polarity Shifts. Approximately 10 seconds after Thaddius becomes active, he will cast his first Polarity Shift on the raid. The raid will need to immediately stack up in two separate groups depending on their charge. Raid leaders, make sure you clearly state what side the Negative group is on and what side Positive is on! Each group should clump up at maximum melee range. This allows members with the same charge to buff one another and allows melee DPS to engage Thaddius, all while avoiding shocking members of the opposite group. Stacking the charges is critical, as each charge provides a +10% damage buff (up to 12 stacks) that will be necessary to defeat Thaddius before the enrage timer. The tank should rotate around Thaddius to match the group that shares his charge.

When Thaddius switches polarities again, everyone that has to move should move to the appropriate side as fast as possible. One strategy is to ask everyone to run around him either clockwise or counter-clockwise to avoid shocking players running the opposite direction. However, there are only about 4 seconds between the polarity shift and the first shock, so some raids opt to have members run straight through Thaddius to their new spots. Note that not every Polarity Shift will change the charge on a raid member, so the raid members will need to monitor their debuffs each time Polarity Shift is cast.

Once the raid is back in position and stacked with others who have a similar charge, the fight continues as before. This is the entire fight from 100% to 0% – there are no phases. You have six minutes to get through Thaddius’ 30,400,000 HP. This enrage timer is quite strict and it is highly unlikely you will be able to beat it if you lose more than a few people, both because of the lost DPS and because fewer members of the raid alive means there are fewer people to stack to receive the same-charge buff (thus, even a healer death can become somewhat problematic). Once Thaddius is down, the charges immediately dissipate.
Tips

Thaddius has a quite large hitbox, so it is possible for your ranged DPS and melee to group up relatively close to each other. This positioning has three benefits:

  • Everyone receives the maximum possible number of group buffs
  • Hunters do not have to sacrifice DPS to gain the group buff
  • No one is close to the tank if he has an opposing charge

If the need for a battle rez arises, the target of the rez should wait for Thaddius’ polarity change and accept the rez immediately upon Thaddius’ cast, then move to the appropriate group. Prematurely accepting the rez will lead to group damage and the target of the rez dying again, thus wasting a valuable resurrection.

It is no longer possible to use two Bloodlusts/Heroisms during the Thaddius encounter, because the Sated/Exhaustion debuffs now last for 10 minutes, which is longer than the enrage timer.

It may be easier to look at the color of the debuff rather than the symbol, as that can slow reaction times by a fraction of a second. Negative is red, positive is blue.

10-man strategy

The 10-man strategy is exactly the same as the 25-man strategy. The tanks, healers, and DPS are split to kill Feugen and Stalagg simultaneously, and then Thaddius is engaged and the raid begins its rotations after the first Polarity Shift. Thaddius only needs one tank, so have your other(s) DPS.

Phase 1: Feugen & Stalagg

Notably, the pacing of DPS on Feugen and Stalagg may have to be monitored more carefully in this version of the fight. For a 10-man group running 2 tanks, 3 healers, and 5 dps, splitting the raid will mean that one side has more DPS than the other. Consequently, DPS on one side may need to slow down for a brief period of time, to ensure that Feugen and Stalagg are killed within 5 seconds of each other and do not resurrect. Feugen and Stalagg can creep forwards on their platform at times, so it it wise for the tank to reposition their new target at the back of the platform after each tank switch.

Phase 2: Thaddius

The technique for this encounter simply involves assigning a direction to each polarity. As you look in the room before you attack the two mini bosses, you will see Thaddius. The left and right sides as you are facing him are what is referred to by “left” and “right” when sides are called out. When you pull Thaddius and the raid has no charge, stack up on the tank. Then when he casts the first Polarity Shift, run to the assigned side. You only need to get this bit right once!

From then on, the fight becomes simple. Stack on top of each other at max melee range. Thaddius’s huge hitbox assures that everyone in each group gets the buff, is close enough to quickly change sides, and can be well out of range of the raid members with the opposite charge. When Thaddius changes polarity again, you must look carefully – if your Polarity has CHANGED, run around the boss in a counter clockwise direction and stack on the other side. If it didn’t change, STAY WHERE YOU ARE!

Continue this for 4-5 minutes and you will either kill him or kill yourself depending on how well your group has mastered the movement technique. This technique requires fast reactions and good awareness of de-buffs. If you are part of a group that successfully downed Grobbulus, you are likely to be able to do this encounter. In 10 man, if one person messes up, this does not mean a wipe. If you are unsure where to go, move out of melee range and stand as far away from the boss and both groups as possible, until you understand the mechanic.
Things that can go wrong

  • Your ranged DPS stand too far back and cannot run through the boss in time.
  • Someone in the group gets the polarity wrong and stands at the wrong side (usually wiping half the raid). This can be overcome if Thaddius is under 10%, assuming you have at least one tank and healer still alive.
  • People who miss the platform jump on the first try enter into the fight without having an assigned polarity and shock everyone.
  • Someone in the group suggests a “spread out” technique – it won’t work because the DPS needs the stacking buff.
  • Too many people die early, and there is not enough DPS to beat the enrage timer.

Source: MMO-Champion, Wowwiki, Wowhead

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Military Quarter
A wing of Death Knights and their steeds. Three bosses.

  • Instructor Razuvious
  • Gothik the Harvester
  • The Four Horsemen

Instructor Razuvious
Instructor Razuvious is the first boss in the Military Quarter of Naxxramas. The most feared of the death knight trainers of the Scourge, Razuvious is accompanied by two (normal) or four (heroic) Death Knight Understudies, who are used by the raiding party to defeat him.

25-man abilities

Instructor Razuvious

Instructor Razuvious has approximately 10,100,000 hit points. His regular melee hits plate for about 30,000.

  • Disrupting Shout – This is a physical AoE that hits for 7125 to 7875 Physical damage on the entire raid. Cannot be avoided, cast every ~15 seconds.
  • Jagged Knife – An ability used on a random raid member every ~10 seconds. Does 5,000 physical damage and applies a bleed effect which causes a further 10,000 physical damage over 5 seconds. Can be avoided by standing out of his line of sight.
  • Unbalancing Strike – Inflicts 350% weapon damage and leaves the target unbalanced, reducing their defense skill by 100 for 6 seconds. This will hit plate for approximately 105,000. Only Deathknight Understudies should ever be hit by this.

Death Knight Understudies

Four of these are pulled with Instructor Razuvious. They hit lightly and should be offtanked for most of the encounter. A priest will need to mind control one immediately and one should always be mind controlled through the encounter, unlike the 10-man version of the encounter there are no orbs to mindcontrol the understudies with. Healers will need to heal them through Instructor Razuvious’ damage. After Instructor Razuvious dies these will take 1000% extra damage from players.

  • Blood Strike (Button 4) – Inflicts 50% weapon damage to an enemy target. 4 second cooldown.
  • Taunt (Button 5) – Taunts the target to attack you. Lasts 10 seconds. 20 second cooldown.
  • Bone Barrier (Button 6) – Reduces damage taken by 75% for 20 seconds. Death Knight Understudies should only tank with this up. 30 second cooldown.

Note: Compared to the original 40-man version, there is no longer a Mind Exhaustion debuff on the Understudies after you stop MCing them. This means a priest can mind control the same Understudy over and over.

10-man abilities

Instructor Razuvious

Instructor Razuvious has approximately 3,349,000 hit points. His regular melee hits plate for about 30,000.

  • Disrupting Shout – This is a physical AoE that hits for 4275 to 4725 Physical damage on the entire raid. Cannot be avoided, cast every ~15 seconds.
  • Jagged Knife – An ability used on a random raid member every ~10 seconds. Does 5,000 physical damage and applies a bleed effect which causes a further 10,000 physical damage over 5 seconds. Can be avoided by standing out of his line of sight.
  • Unbalancing Strike – Inflicts 350% weapon damage and leaves the target unbalanced, reducing their defense skill by 100 for 6 seconds. This will hit plate for approximately 105,000. Only Deathknight Understudies should ever be hit by this.

Death Knight Understudies

Two of these are pulled with Instructor Razuvious. They hit lightly and should be mind controlled for most of the encounter. A player will need to use the orbs of domination to mind control one and at least one should always be mind controlled through the encounter. Healers will need to heal them through Instructor Razuvious’ damage. After Instructor Razuvious dies these will take 1000% extra damage from players.

  • Blood Strike. Instant attack that inflicts 50% weapon damage to an enemy target, 4 sec cooldown. Will be the “4” key on your hotbar.
  • Taunt. Taunts the target to attack you, 20 second cooldown. Will be “5” on your hotbar.
  • Bone Barrier. Reduces damage taken by 75% for 20 seconds. Death Knight understudies should only tank with this up. 30 second cooldown. Will be “6” on your hotbar.

25-man strategy

You will need:

  • One Main Tank (for adds that aren’t Mind Controlled)
  • Two to Four Priests
  • One ‘Jagged Knife’ Healer
  • Two to Three Understudy Healers

Before the fight begins, you must assign Mind Control Priests to specific Understudies. Two Priests are required for this fight, but three is safer, and four is if you do not want to bother tanking the extra fourth add. See Useful macros for priests for a convenient Mind Control macro.

When the pull begins, the Tank should walk about 3/4s of the way down the steps until the Understudies pull. The Tank will not do any actions, just serve as a Damage Soaker for the first three seconds of the fight. The Tank may use an AoE Aggro, as long as it does not hit the Instructor. Razuvious will watch for three to five seconds, then he will join the fight, attacking the person with the highest aggro. It is the Main Priest’s job to Mind Control one of the adds and Bone Barrier (6) + Taunt (5) the Instructor before he gets to the tank. Priests generally can stand at the base of the stairs and tank the Instructor at the closest part of the Green Circle. This should give everyone enough space to work with (Mind Control distance break), and allow enough time for the Priests to Re-Mind Control before they get back to them.

An alternative way of pulling is to have two paladins shield the two priests who go in first. This way they both have more than enough time to cast Mind Control and one of them to taunt the Instructor.

After the initial pull from the Understudies, the two Mind Controlling Priests will alternate the use of their ‘Pets’ to Bone Barrier and then Taunt. It is extremely important to Bone Barrier THEN Taunt as the Instructor will cause massive damage to the add which tax the Healers ability to keep the add up. The switch will need to happen every 10 seconds (9 seconds to be safe) since Taunt/Bone Barrier Cooldown is about 18 seconds, but the effect is 10 seconds. Note that if Taunt falls off, or Mind Control falls while an Understudy is tanking, it is extremely easy for any player to pull aggro, and the Instructor will begin killing players.

If the two mind controlling priests change which Understudy they control, dropping their control and getting the new Understudy after Razuvious has been taunted off of them, they can then change which Understudy is tanking sooner than the 18 second cooldown on the abilities. Stand behind Razuvious to taunt him. This allows the other priest to see that you have started tanking Razuvious by the direction he turns.

If you are utilizing less than four Priests to Mind Control, the rest of the adds will need to be off tanked. They do not hit particularly hard. They may be needed if one of the Understudies die while tanking Instructor.

As for the DPS, once a MC Priest’s add has control of the Instructor, all DPS may unload on the Instructor. Each Taunt lasts 10 seconds, and, as long as the Tanking Priest is spamming ‘Blood Strike’, and has ‘Taunt’ running it is impossible to pull Aggro from an Understudy, due to how the Understudies Effects work.

Healers will need to focus on Healing the Tanking Understudies. The most mana-efficient heals should be used (such as a Priest’s Greater Heal) for Understudies, since Understudies take massive amounts of damage. The raid should generally be kept at least at 90%, as Instructor will throw a knife randomly at a raid member which will generally bring them down to at least half health (Cloth wearers could be killed outright). To make sure that the raid stays up, one healer should be dedicated to healing players that get the Jagged Knife Debuff, healing the adds Tank otherwise.

Another strategy that has been brought to the raiding community is from the Dungeons and Raids forums on the main World of Warcraft Website. The title of the post is Razuvious Who Needs Priests? A guild on Azshara(US)<Dungeon Team Extreme> came up with the strategy of using 3 hunters in a triangle and doing a distracting shot rotation to make up for the lack of priests. This strategy can be viewed in the video on the forum post or at the bottom of this page in the video section. It is an alternate strategy there for guilds who seem to have a shortage of priests for their raids. As well as a strategy of using 1 priest and have a hunter taunt then feign between mind controls: this article

10-man strategy

There are 2 Combat Death Knight Understudies and 2 controlling orbs in the 10-man version. The 2 orbs should be controlled by the tanks and the encounter is started by each tank selecting their own understudy, walking up to their orb and right-clicking it to control them. Razuvious will immediately aggro onto them and whichever tank is decided to tank first must immediately hit “6” on your new hotkey bar (pet bar) for Bone Barrier, then “5” to taunt. While tanking use the “4” key repeatedly to Blood Strike for holding aggro. Keep Razuvious tanked near the back of the circle where the understudies are located before the encounter starts, this way when you refresh your orb spell you will have plenty of time to re-control your understudy before he can run all the way to you. Bone Barrier lasts 20 secs so the 2nd tanking understudy must hit their Bone Barrier and taunt before the first tank’s Bone Barrier runs out. There is a 30 second cooldown on the Bone Barrier. To help your healers and ensure the understudies always have Bone Barrier up, taunt closer to every 16 seconds, rather than 20. The tanks can see the Bone Barrier icon’s 30 second cooldown timer on the pet bar. Once it goes past halfway, the tank should call out for a taunt. Calling out is helpful because when a tank has to dismiss and re-control an understudy, he can lose track of the timer. ALWAYS use the Bone Barrier ability BEFORE you taunt. This is all the fight is, the tanks trading taunts to ensure the tanking understudy has Bone Barrier up 100% of the time. Healers will need to help heal the understudies even with their Bone Barrier up to ensure both stay alive through the entire encounter.

When clicking an orb to control an understudy you will see that your character is channeling the spell and the channel lasts for 1 minute. To make sure the channel does not break while tanking Razuvious, each tank should refresh the channeling spell every 2 taunt cycles. In order to do this after you’ve been taunted off of the second time IMMEDIATELY right-click the understudy’s pet frame and select “dismiss”. NOTE: you cannot use the “leave vehicle” button that shows up in the “=” of your hotbar, it does nothing, you must dismiss manually. Another option is to use a class ability that interrupts the channeling of mind control. A warrior can do this by using a shout, for example. This may be faster and easier than using the “dismiss” option. As soon as you have dismissed the understudy click the orb again to control him, this refreshes your channeling spell and will leave you with enough time for the 5 second cooldown on your abilities to be off before the current tank’s Bone Barrier falls off.

Tips: Tank the boss in the far center of the green floor. Whenever you need to dismiss and re-control the add, move the add to the right/left, far-end of the room. This way, the add will come straight to you and because all melee players are in the center, you have clear sight of him to target. Even better, you can start the fight by using /focus on your add, and click on his portrait to target it whenever you need to take control of it again. Dismiss, click on portrait, wait 2–3 seconds for the “uncontrollable” buff to wear off, and right-click on the orb without moving to re-control him again.

This technique is sometime hard to explain to people, however there are a few things the main tank can do to aid the off tank. If your off tank has not taunted the mob off, you are able to tank a few hits, and with 3 healers in the group, you can heal through the damage if they focus (i.e. 2 priests and druid, spam healed for the entire fight and survived the 10-man version).

Gothik The Harvester
Gothik the Harvester is the second boss of the Military Quarter in Naxxramas. In World of Warcraft: Wrath of the Lich King, however, he appears in the starting area for the death knight class as a quest giver in Death’s Breach.

25-man Abilities

Phase One

Gothik the Harvester is invulnerable. Through the first four minutes and thirty-four seconds of the fight adds will spawn on the left side of Gothik’s room. These are:

Living Side

Unrelenting Trainee

  • Non Elite Humanoid
  • 35 will spawn through the encounter.
  • Hitpoints: ~25,200
  • Attacks:
    • Death Plague Applied on a melee hit, this is a disease dot that does 170 Nature damage every 3 seconds for 15 seconds. Stacks infinitely. Dispellable.

Unrelenting Death Knight

  • Elite Humanoid
  • 14 will spawn through the encounter.
  • Hitpoints: ~85,000
  • Attacks:
    • Intercept – Stuns you for 3 seconds.
    • Shadow Mark – Shadow Mark is a melee range whirlwind attack that applies the Shadow Mark to anyone hit. Hits for ~5,000 on plate.

Unrelenting Rider

  • Elite Humanoid
  • Four will spawn through the encounter.
  • Hitpoints: ~136,000
  • Attacks:
    • Unholy Aura – Automatically inflicting 500 Shadow damage every 2 sec. to nearby enemies. It lasts until Unrelenting Rider is killed. Resistible.
    • Shadowbolt Volley – This attack/spell hits people afflicted by Shadow Mark for 6,000 shadow damage.

Undead Side

Whenever a living mob is slain on the live side its spirit will transfer to the undead side and spawn a corresponding undead mob there. Unrelenting Riders will spawn both a Spectral Rider and a Spectral Horse.

Spectral Trainee

  • Non Elite Undead
  • Hitpoints: ~26,000
  • Attacks:
    • Arcane Explosion – Hits for 700 Arcane damage. AoE spell with a 20 yard range, this spell is resistible.

Spectral Deathknight

  • Elite Undead
  • Hitpoints: ~79,000
  • Attacks:

Spectral Rider

  • Elite Undead
  • Hitpoints: ~160,000
  • Attacks:
    • Unholy Aura – Automatically inflicting 500 Shadow damage every 2 sec. to nearby enemies.
    • Drain Life – Drains 12,000 life from their primary aggro target over 5 seconds.

Spectral Horse

  • Elite Undead
  • Hitpoints: ~40,000
  • Attacks:
    • Stomp – AoE physical attack inflicting 2313 to 2687 damage in a 10 yard radius and reducing enemies movement speed by 60% for 10 sec.

Phase 2

Gothik the Harvester

  • Gothik the Harvester comes down at 4:34 after engaging, mobs stop spawning at 3:44. Gothik the Harvester has approximately 2,510,000 hit points.
  • Shadowbolt – Gothik will chain cast 1 second Shadowbolts for 4500 to 5500 Shadow damage on his primary aggro target.
  • Harvest Soul – Cast every 15 seconds. Reduces the stats of the entire raid by 10%. Stacks 10 times.
  • Gothik is tauntable and keeps aggro through teleports.

10-man Abilities

Phase One

Gothik the Harvester is invulnerable. Through the first four minutes and thirty-four seconds of the fight adds will spawn on the left side of Gothik’s room. These are:

Living Side

Unrelenting Trainee Non Elite Humanoid, Can not be CC’d

  • 24 will spawn through the encounter.
  • Hitpoints: ~10,000
  • Attacks:
    • Death Plague Applied on a melee hit, this is a disease dot that does 85 Nature damage every 3 seconds for 15 seconds. Stacks infinitely. Dispellable.

Unrelenting Deathknight Elite Humanoid, Can not be CC’d, but susceptible to snares

  • Seven will spawn through the encounter.
  • Hitpoints: ~34,000
  • Attacks:
    • Intercept – Stuns you for 3 seconds.
    • Shadow Mark – Shadow Mark is a melee range whirlwind attack that applies the Shadow Mark to anyone hit. Hits for ~3,500 on plate.

Unrelenting Rider Elite Humanoid, Can’t be CC’d

  • Four will spawn through the encounter.
  • Hitpoints: ~55,000
  • Attacks:
    • Unholy Aura – Automatically inflicting 350 Shadow damage every 2 sec. to nearby enemies within 45 yards. It lasts until Unrelenting Rider is killed. Resistible.
    • Shadowbolt Volley – This attack/spell hits people afflicted by Shadow Mark for 4,000 shadow damage.

Undead Side

Whenever a living mob is slain on the live side its spirit will transfer to the undead side and spawn a corresponding undead mob there. Unrelenting Riders will spawn both a Spectral Rider and a Spectral Horse.

Spectral Trainee

  • Non Elite Undead
  • Hitpoints: ~10,000
  • Attacks:
    • Arcane Explosion – Hits for 700 Arcane damage. AoE spell with a 20 yard range, this spell is resistible.

Spectral Deathknight

  • Elite Undead
  • Hitpoints: ~33,000
  • Attacks:

Spectral Rider Elite Undead, cannot be CCed

  • Hitpoints: ~55,000
  • Attacks:
    • Unholy Aura – Automatically inflicting 350 Shadow damage every 2 sec. to nearby enemies within 45 yards. It lasts until Unrelenting Rider is killed. Resistible.
    • Drain Life – Drains 6,000 life from their primary aggro target over 5 seconds.

Spectral Horse Elite Undead, cannot be CCed.

  • Hitpoints: ~16,000
  • Attacks:
    • Stomp – AoE physical attack inflicting 2313 to 2687 damage in a 10 yard radius and reducing enemies movement speed by 60% for 10 sec.

Phase 2

Gothik the Harvester

  • Gothik the Harvester comes down at 4:34 after engaging, mobs stop spawning at 3:44. Gothik the Harvester has approximately 839,000 hit points.
  • Shadowbolt – Gothik will chain cast 1 second Shadowbolts for 2880 to 3520 Shadow damage on his primary aggro target.
  • Harvest Soul – Cast every 15 seconds. Reduces the stats of the entire raid by 10%. Stacks 10 times.
  • Gothik is tauntable and keeps aggro through teleports.

25-man Strategy

Gothik the Harvester is mainly a DPS race and a test to see if you can keep everyone alive until phase 2. It is do-able with two tanks though more are helpful.

Splitting

You will need to split the raid into two, with half your healers and tanks on each side and the DPS classes split between the living and undead sides.

Start the encounter by shooting something at Gothik. Rogues can also Shadowstep to Gothik. Unrelenting Trainees do not have to be tanked and die very quickly. Death Knights are not terribly dangerous but do have to be tanked. Riders are very dangerous and should be prioritized.

The main trick to this encounter is pacing living side DPS such that you do not kill so fast the Undead side is overwhelmed, remember that Riders will spawn both a Rider and a Horse on the undead side when killed. Do not kill a second rider until the undead side is finished with the first one. Should you be overwhelmed Death Knights and Trainees are CC-able.

Should you make it to phase 2 with everyone alive it is mainly a formality. Heal, Shadowbolt, and kill Gothik before 10 Harvest Soul stacks. He has very little HP.

Not Splitting

This strategy is different in that you do not split the raid between the two sides. You will need at least three tanks, preferable one that is able to pick up multiple mobs simultaneously.

Begin the encounter normally by attacking Gothik. When the gate closes have your best geared tank stand near it with your AoE friendly tank but not to close while the rest of the group focuses on the newly spawning adds of phase one.

Between two and two and half minutes into the fight Gothik will open the gates early releasing all of the adds of the dead side onto the living. The tanks near the gate must pick them up immediately while using any preferred cooldown to lower oncoming damage or increase total health. Healers must also be prepare to keep the tanks alive while Ranged DPS AoEs the group down. Melee should stay away from the gates when they open as the AoE from the mass of mobs can and will kill you.

While this is happening you must remember that mobs will continue to spawn on the living side until phase 2 but in no greater quantity. Once the initial rush of mobs are dead continue the encounter by picking up spawning adds and killing them.

Should you make it to phase 2 with everyone alive it is mainly a formality of DPSing the little health Gothik has made easier as the gates will stay open. Gothik will still teleport between the two side though.

10-man Strategy

Phase 1
Wave # Enemies Time left Time before next wave (seconds)
Start None 4:34 30
1 2 Trainees 4:04 20
2 2 Trainees 3:44 20
3 2 Trainees 3:24 10
4 1 Knight 3:14 10
5 2 Trainees 3:04 15
6 1 Knight 2:49 10
7 2 Trainees 2:39 15
8 1 Knight and 2 Trainees 2:24 10
9 1 Rider 2:14 10
10 2 Trainees 2:04 5
11 1 Knight 1:59 15
12 2 Trainees and 1 Rider 1:44 10
13 2 Knights 1:34 10
14 2 Trainees 1:24 10
15 1 Rider 1:14 5
16 1 Knight 1:09 5
17 2 Trainees 1:04 20
18 1 Rider, 1 Knight, and 2 Trainees 0:44 15
19 2 Trainees 0:29 29
Phase 2 Gothik the Harvester 0:00 0

Split the team in two half on living side half on the undead side. At the start of the fight, make sure you DPS mobs on the living side slowly. Each mob that dies spawns on the undead side and the undead side has harder mobs, so its easy to overrun your other team if you kill the living side mobs too quickly. You may want to stack an extra DPS on the undead side for a 4-6 split. Typically tank, healer, dps, dps on living side and tank, healer, healer, dps, dps, dps on undead side.

Remember that you can more easily crowd control (CC) the living mobs (poly, sap, and frost nova) than you can with the undead mobs, as only non-elite undead can be shackled. You will also want to put logical classes on each side; for example retribution paladins should be on the undead side as they deal added damage and priests can shackle. Mages and rogues should be on the living side for their CC’ing abilities. Note that a good group should have no problem DPSing either side down, and so CCing often becomes ignored unless necessary for stopping trash from attacking healers. If this is your first time here, split your group like this: Undead – Best tank, best healer, best DPS. This is because the mobs are harder to pick up and harder to kill on Undead side. Also if your weaker group is on the living side, then it becomes easier for the undead side, as the mobs are coming in slower.

Since trainees and their undead equivalent are so weak (10k health), you should ignore them when worrying about slowing down DPS. Riders are especially important to fight correctly, because when they die they spawn two enemies on the other side (this second mob has 16k health and deals a significant amount of damage). Communication is vital once wave 9 hits; you should not be killing the stronger mobs on the living side if the undead side is overrun.

If anyone dies, it will probably be a wipe as DPS won’t be high enough to fight off the final waves and take Gothik down far enough for the center gate to open. If the players on the undead side go down, the living side will have to take on the remaining undead mobs when the gate opens. Although you may be able to clear the undead, your DPS will probably not be strong enough to take down Gothik.

Phase 2

Gothik will teleport down to the middle of the living side, and after about 10 seconds he will teleport to the undead side. During this time, all remaining adds must be killed on both sides. Gothik will continue to go back and forth between the two sides until he reaches 30%, at which point the gate in the middle will open up. Players on the opposite side of Gothik can now join with the other group. DPS Gothik as fast as you can, as the Harvest Soul debuff will be stacking (even at 10 stacks, a full party should have no problem surviving to get him down).

The Four Horsemen
The Four Horsemen are the third and final boss encounter in the Military Quarter in Naxxramas.

25-man Abilities

The Four Horsemen each have approximately 2,370,000 hit points. They will run into separate corners of the room when engaged.

  • Marks:
Each of the four horsemen cast their own Mark, which have identical effects. Cast after 24 seconds and then every 12 seconds for Kor’Thazz and Rivendare and every 15 seconds for Zeliek and Blaumeux. Stacks infinitely. The first stack will do 0 unresistable shadow damage. The second 500. The third 1500. The fourth 4000. The fifth 12,500. The sixth 20,000. The seventh 21,000. The eighth 22,000 and so on increasing by 1,000 every subsequent mark. While the initial damage caused by the application cannot be resisted, the application of the Mark can be resisted. 45 yard range. 25 second duration. Marks hit everyone in range and will reduce the threat on the Horseman of everyone hit by 50%. Should there be no one in range in the raid to receive a mark, the entire raid will instead be hit by a very powerful AoE. Mark of Korth’azz will be cast at the same time as Mark of Rivendare, but at a higher frequency than the Mark of Blaumeux and Mark of Zeliek.

Thane Korth’azz

A former dwarven king turned Death Knight. Melee fighter. He will run into the near left corner of the room when engaged.

47500 to 52500 Fire damage split between all players in an 8 yard radius. Cast every ~15 seconds.
See Marks above.

Baron Rivendare

A male human Death Knight, recently Scourge overlord of Stratholme. Melee fighter. He will run into the near right corner of the room when engaged.

4,500 to 5,500 Shadow damage to his primary aggro target. Applies a dot which does 12,000 shadow damage over 8 seconds. Cast every 15 seconds.
See Marks above.

Lady Blaumeux

A female human Death Knight. Ranged combatant. She will run into the far left corner of the room when engaged.

45 yard range 2 second cast 8483 to 9517 Shadow damage. Cast on closest player.
Summons a void zone on a random player within 45 yards that does 4250 Shadow damage per second to anything within it. Cast every 15 seconds. Lasts 75 seconds.
See Marks above.

Sir Zeliek

A former paladin turned Death Knight. Ranged Combatant. He will run into the far right corner of the room when engaged.

45 yard range 2 second cast 8954 to 10046 Holy damage. Cast on closest player.
Deals 2700 to 3300 Holy Damage to a random player within 45 yards. Can jump to any player within 10 yards and continue jumping, increasing in damage by 50% every jump with no limit. Cast every 15 seconds.
See Marks above.

Note: Thane Korth’azz and Baron Rivendare will both cast their marks in unison, while Lady Blaumeux and Sir Zeliek will both cast their marks in unison. Because of Lady Blaumeux and Sir Zeliek’s lower casting frequency, it is completely possible for their Mark debuffs to wear off and reset the stack counter.

After 100 marks have been cast the Horsemen will berserker enrage increasing all damage done by 1,000%. The encounter ends when all Four Horsemen have been slain.

10-man Abilities

The Four Horsemen each have approximately 781,000 hit points. They will run into separate corners of the room when engaged. Marks will reduce threat by 50%

Thane Korth’azz

A former dwarven king turned Death Knight. Melee fighter. He will run into the near left corner of the room when engaged.

  • Meteor – 13775 to 15225 Fire damage split between all players in an 8 yard radius. Cast every ~15 seconds.
See Marks above.

Baron Rivendare

A male human Death Knight. Melee fighter. He will run into the near right corner of the room when engaged. He does not cleave, nor does he have a shadow damage aura besides marks, contrary to some rumours.

  • Unholy Shadow – 2160 to 2640 Shadow damage to his primary aggro target. Applies a dot which does 4,800 shadow damage over 8 seconds. Cast every 15 seconds.
See Marks above.

Lady Blaumeux

A female human Death Knight. Ranged combatant. She will run into the far left corner of the room when engaged.

  • Shadow Bolt – Instead of melee-ing Lady Blaumeux will chain cast this on the closest player to her. 45 yard range 2 second cast 2357 to 2643 Shadow damage.
  • Void Zone – Summons a void zone on a random player within 45 yards that does 2750 Shadow damage per second to anything within it. Cast every 15 seconds. Lasts 75 seconds.
See Marks above.
  • Unyielding Pain – If there is no one within 55 yd range that has aggro on her, she will spam this AOE to ALL raid members.

Sir Zeliek

A former paladin turned Death Knight. Ranged Combatant. He will run into the far right corner of the room when engaged.

  • Holy Bolt – Instead of melee-ing Sir Zeliek will chain cast this on the closest player to him. 45 yard range 2 second cast 2357 to 2643 Holy damage.
See Marks above.
  • Condemnation – If there is no one within 55 yd range with aggro on him, he will spam this AOE to ALL raid members.

25-man Strategy

This encounter is a lot simpler than it seems. You will need two tanks.

The Horsemen will automatically run to their corners, the raid will split into four groups one for each Horseman. The Zeliek and Blaumeux healers can remain in the middle without taking mark stacks and heal their ‘tanks’.

  • Rivendare and Korth’azz Groups – These will consist of a tank, 1-2 healers and half the DPS in each.
  • Zeliek and Blaumeux Groups – These will consist of one ranged class, ideally able to heal themselves such as Moonkin or Elemental Shaman, and 1-2 healers each. Although in a 25 man raid you may have more than 2 tanks in which case there is no reason that they can’t fill the roll of tanking these two. Tanks with a large number of hit points, such as Protection Warriors, will be easier to heal through the bursty holy damage taken from Zeliek.
  • Zeliek and Blaumeux Alternate Strategy – Two holy paladins with a 3rd healer (preferably a druid) can easily tank these two horsemen with no additional players. Each paladin will place their Beacon on the other and heal themselves throughout the fight. Initial positioning puts each paladin behind the Horsemen’s starting platform, about 7-8 yards on either side of the circular disk on the ground. The 3rd healer stands up on the Horsemen’s starting platform to aid in keeping the two paladins up. If positioned right, the 3rd healer will never take a mark. Once the paladins have 2 marks (or 3 but 2 is safer), they carefully switch positions making sure to always have someone in range. The 3rd healer can also move to help stay in range of the boss during the switch. This strategy allows for more dps on on the first two horsemen. On the pull and switch, each paladin needs to do damage to their horseman, otherwise they will not consider you to be in-range and the raid will wipe (just healing is not enough). The paladins also need to make sure they don’t line of sight the 3rd healing standing on the platform. Staying just to either side of the circle on the ground works well.

Depending on what you find more difficult to heal you can switch the healers around but unless you are bringing 8 healers some groups will have to be covered by one healer.

Each group will run to their Horseman. The Korth’azz and Rivendare groups should stack up on their tank. The Zeliek and Blaumeux groups should be at max range in between Zeliek and Blaumeux. Every three marks the Korth’azz and Rivendare groups will switch places and the Zeliek and Blaumeux groups will switch places.

The Korth’azz and Rivendare tanks should drag their Horseman to near the door where you enter and taunt off each other, then drag their new Horseman back to their corner. Because of Meteor both groups will need to remain stacked on their tank. Another alternate more dps-efficient strategy is to wait for three marks and a meteor before switching, eliminating the need for the dps and healers on the melee bosses to move at all.

The Zeliek and Blaumeux ranged tanks should start running for each other’s position as soon as the third mark goes off.

  • Korth’azz and Rivendare alternate strategy – Still requires two tanks, except instead of splitting the dps into two groups, you stack all of your dps on the Thane Korth’azz side and leave your second tank on the Rivendare side with a healer. The idea is to bloodlust right away and kill Korth’azz as fast as possible and once Korth’azz is dead have the tank and all dps focus on Rivendare, while the other tank and healer go to the back to help out with Zeliek and Blaumeux.

After Korth’azz and Rivendare are dead their groups will switch to Zeliek and Blaumeux, remember to stay spread out on Zeliek and be careful of Void Zones on Blaumeux. You will still need to switch sides every 3 marks. Keep in mind they will target the closest player to them with their nukes.

All the tanks except Korth’azz’s will take a lot of damage in this encounter, be prepared.

10-man Strategy

The encounter is like the 25man. You will need two tanks.

The Horsemen will automatically run to their corners, the raid will split into three groups.

  • Zeliek and Blaumeux Group – This group consists of one ranged class and a healer.
  • Korth’azz Group – 1 tank, 2 dps, and 1 healer.
  • Rivendare Group – 1 tank, 2 dps, and 1 healer.

Each group will run to their Horseman. The Korth’azz group should stack up on their tank. With Baron Rivendare ranged and the healer can easily outrange his aura to ease the stress on healers. Every three marks the Korth’azz and Rivendare tanks will switch Horsemen and the healer and ranged dps tanking Zeliek and Blaumeux will switch places.

The Korth’azz and Rivendare tanks should drag their Horseman to near the door where you enter and taunt off each other, then drag their new Horseman back to their corner. Because of Meteor both groups will need to stack on their tank during the swap. Another alternate more dps-efficient strategy is to wait for three marks and a meteor before switching, eliminating the need for the dps and healers on the melee bosses to move at all.

The Zeliek and Blaumeux tanks should start running for each other’s position as soon as the third mark goes off.

After Korth’azz and Rivendare are dead their groups will switch to Zeliek and Blaumeux, remember to stay spread out on Zeliek and be careful of Void Zones on Blaumeux. You will still need to switch sides every 3 marks. Keep in mind they will target the closest player to them with their nukes. Their nuke is however really weak and can be dealt with easily with any healer class.

In 10-man only the group tanking Korth’azz will be taking heavy damage.

Source: MMO-Champion, WowWiki, Wowhead

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Spider Wing
A web-covered wing of Spiders and Cultists of the Cult of the Damned. Three bosses.

  • Anub’rekhan
  • Grand Widow Faerlina
  • Maexxna

Anub’rekhan

Anub’Rekhan is the first boss of the Arachnid Quarter in Naxxramas.

Commander Eligor Dawnbringer: “Anub’Rekhan, one of the finest Spider Lords of Azjol’Nerub, was brought under control of the Scourge when he and his commander, Anub’Arak, were finally defeated by the Lich King many years ago. It is said he was the most loyal of Anub’Arak’s commanders.

In the book “On Naxxramas“, a low-level member of the Scourge finds himself distressed by “the perverse nerubian…” always calling with invitations to its “parlor.”

Anub’Rekhan in World of Warcraft

25-man Abilities

  • Anub’Rekhan has approximately 6,763,325 hit points. Two Crypt Guard adds will show up at the start of the encounter.

Anub’Rekhan

This is an area-of-effect ability that targets a random player and hits everyone in a straight line between Anub’Rekhan and the player, causing 5688 to 7312 physical damage and launching the affected players high in the air, who then suffer 50% fall damage when they hit the ground.
Every 70-120 seconds, Anub’Rekhan slows to 75% normal run speed and casts a spell that causes AoE damage in a 30-yard radius around him that centers around him as he moves. Remaining in the radius of effect causes a DoT debuff of 1313 to 1687 nature damage every 2 seconds that stacks repeatedly, and which silences those afflicted. When he casts this spell, another Crypt Guard also spawns at his initial engage point. Lasts 20 seconds.
Note: The Locust Swarm attack has an approximately 90-second cooldown, but the first cast may occur between 80 seconds and 2 minutes. Its silencing ability is unlike a normal silence, as it prevents the use of all abilities, even auto-attack. This means that the main tank cannot use Shield Wall or Last Stand to save himself if he gets stacked too high. Items, however, may still be used.
Whenever there is a corpse in the room (either a player or a Crypt Guard) Anub’Rekhan can spawn corpse scarabs from it. This is not on a set timer. Ten spawn from a Crypt Guard and five from a player. They spawn with threat on random players and will spread out and attack random targets.
  • Anub’Rekhan will berserk after 10 minutes, increasing damage done by 500% and attack speed by 150%. Most raid groups should be capable of killing him much faster than that.

Crypt Guards

There will be two adds that start the fight with Anub’Rekhan; each has 521,000 health.

Crypt Guard Abilities

They Cleave, doing 110% of their normal melee damage to up to three targets.
Acid Spit is a stacking DoT that ticks for 500 nature damage per stack every 2 seconds for up to 10 seconds.
They have an area-of-effect immobilizing web. They frenzy when they reach low HP, increasing damage by 50% and attack speed by 60%.

10-man Abilities

  • Anub’Rekhan has approximately 2,230,000 hit points.

Anub’Rekhan

This is an area-of-effect ability that targets a random player and hits everyone in a straight line between Anub’Rekhan and the player, causing 4813 to 6187 physical damage and launching the affected players high in the air, who then suffer 50% fall damage when they hit the ground.
Every 70-120 seconds, Anub’Rekhan slows to 60% normal run speed and casts a spell that causes AoE damage in a 30-yard radius around him that centers around him as he moves. Remaining in the radius of effect causes a DoT debuff of 875 to 1125 nature damage every 2 seconds that stacks repeatedly, and which silences those afflicted. When he casts this spell, another Crypt Guard also spawns at his initial engage point. Lasts 16 seconds.
Notes:The Locust Swarm attack has an approximately 90-second cooldown, but the first cast may occur between 80 seconds and 2 minutes. Its silencing ability is unlike a normal silence, as it prevents the use of all abilities, even auto-attack. This means that the main tank cannot use Shield Wall or Last Stand to save himself if he gets stacked too high. Items, however, may still be used.
Aspect of the Pack can be used to get out of the Locust Swarm range but requires timing and coordination from the Main Tank and Hunter. Unholy Aura will also work if the Death knight stands a little further ahead of the kiting path and runs with the Main Tank to the initial tanking position. If you are late on your kiting and start stacking up the debuff, drink a swiftness potion.
Whenever there is a corpse in the room (either a player or a Crypt Guard) Anub’Rekhan can spawn corpse scarabs from it. This is not on a set timer. Ten will be spawned from a Crypt Guard and Five from a player. They spawn with threat on random players and will spread out and attack random targets.

Crypt Guards

One of these adds spawns after every Locust Swarm. In addition, one spawns approximately 20 seconds after Anub’Rekhan is pulled. They have around 234,000 health. They have a cleave, a stacking acid spit DoT that ticks for 500 a stack, and a low-hp frenzy that increases damage by 50% and attack speed by 60%.

Strategy

Although doable with two tanks, three tanks are ideal for this encounter. One of them should tank Anub’Rekhan, while the others tank the Crypt Guard adds and the Scarabs that spawn from their corpses. In the 10-man encounter, the two Crypt Guards are not present at the start of the fight, making the third tank unnecessary. A hunter is helpful but unnecessary.

The main tank engages Anub’Rekhan and drags him back to where he was standing originally (note that tanking him against the wall can cause evade bugs should the tank be impaled). In the 25-man fight, the other tanks pick up their Crypt Guards while the DPS focus them down. These should be tanked and killed relatively close to Anub’Rekhan. Due to the acid DoT the Crypt Guards apply infinitely these should be killed quickly.

After this, the raid should spread out in a semi-circle around Anub’Rekhan to minimize the effects of impale. Mages should be ready near the Crypt Guard corpses to frost nova the Corpse Scarabs as they come out; the offtanks should be on or near these corpses to pick them up. Ranged DPS should focus and kill the scarabs before returning to Anub’Rekhan. You should have a decent amount of time to DPS Anub’Rekhan before the first Locust Swarm. One player—ideally a Hunter—and a healer stand 30 yards from the main tank on the edge of the room past the ring of slime. When Locust Swarm is cast, all players must immediately run from Anub’Rekhan to the other side of the room and remain more than 30 yards from him for the next 20 seconds.

The main tank, when he sees the Locust Swarm cast bar, must begin kiting Anub’Rekhan along the edge of the slime to the other side of the room. The hunter should have Aspect of the Pack on. The healer should move with them and avoid getting any stacks of Locust Swarm in order to be able to heal the tank and hunter should they be hit. A warrior tank should use Intervene to gain additional distance. Locust Swarm ends when Anub’Rekhan reaches the other side of the room, where he should be tanked as before, with the raid spreading out in a half circle. Another Crypt Guard spawns during this time; pick up and kill it. Again, Mages should be to be aware of Corpse Scarabs spawning from it. After this, the encounter continues, with Locust Swarms coming every ~90 seconds until Anub’Rekhan is dead.

Alternate strategy (10 man version)

The kiting strategy can be difficult to master for a group with poor coordination. Ranged DPS might get caught in the swarm trying to kill the adds when the tank kites, and cause everything to go wrong. An alternative strategy is to not kite at all, but have the tank stay put and take the full damage of the swarm while the healers spam heals on him. This is entirely possible and will make the fight more of a tank-and-spank with extra healing on the swarm. Death Knights are good tanks for this tactic because they can time their damage reduction ability with the swarm and take less damage. Using Anti-Magic Shell just before Locust Swarm is cast will make you immune to the swarm for 5 seconds (7 if you have the glyph). Tanks simply have to make sure that they use their damage reduction ability before the swarm because it silences them.

Once you enter the area where Anub’Rekhan is located, have a hunter misdirect (if available) onto the main tank and pull the boss to the actual entrance doorway area and tank it there while the rest of the raid runs forward and splits into a semi-circle roughly in the center of the room. Have your secondary tank behind everyone, where the adds spawn. All ranged DPS should spread around to avoid the impale. The offtank can add some DPS or even some off-healing to the party, but be ready to pick up the adds that spawn in the back, as they can easily one-shot a cloth wearer. Once the add spawns and the offtank picks it up, all the DPS has to do is simply turn around and burn it down. Do the same when the Corpse Scarabs spawn. This tactic is meant to reduce any kind of confusion in the kiting method, so separating the boss and the add makes the fight really simple. Remember that this method only really work if your healers keep the main tank topped up, especially during the locust swarm. Due to the massive damage that tanks take from the end of a Locust Swarm, any off-healers—such as shamans or paladins—should assist in keeping the main tank alive during this phase.

Note: The adds do not hit the offtank really hard, but with a low-DPS group the damage debuff can stack and be really painful. A nice way to prevent extra damage is to stun, as this prevents them from casting the debuffs at all; these debuffs last for 10 seconds and are reapplied every 2 seconds, so if you can cast a stun (such as Hammer of Justice) when your tank has 8 seconds left on the debuff, and add one more at 2 seconds, the debuff will start to 0 again, largely reducing the damage taken. The goal is to have a chain stun ready when the elite is around 50% health to reduce the overall damage taken. The adds are undead, so the paladin undead AoE stun can work for 1 sec.

Extra Note: The small adds that spawn from the corpse are really fast and can get out of a consecrate.

Grand Widow Faerlina
Grand Widow Faerlina is the second boss of the Arachnid Quarter in Naxxramas.

25-man Abilities

Grand Widow Faerlina

She has 6,760,000 hit points.

This will hit the ten closest players to Grand Widow Faerlina, used every 15 seconds. Deals 3375 to 4125 Nature damage and applies a dot that does 1900 to 2100 Nature damage every 2 seconds for 8 seconds. Dispellable. Widow’s Embrace prevents the use of this ability for 30 seconds.
Random Rains of Fire will be cast on players throughout the fight very often. 3700 to 4300 Fire damage every two seconds. Rain of Fire lasts six seconds. 8 yard radius.
This will be used approximately every 60-80 seconds. It will increase Grand Widow Faerlina’s physical damage by 150%, her melee haste by 50% and her size by 50%. During it she will hit the tank for upwards of 20,000 damage. Widow’s Embrace dispels and prevents the use of this ability for 60 seconds.
NOTE: Faerlina’s Frenzy cannot be removed by hunters’ Tranquilizing Shot.
NOTE: You must use Widow’s Embrace AFTER she enrages if you want to stop her for the full 60 seconds. If you sacrifice the Worshipper before the enrage, it will merely delay the enrage for 30 seconds.

Worshippers and Followers

There are 6 NPCs at the start of the fight, 4 Worshippers and 2 Followers.

Worshippers

They will be off-tanked for most of the fight, and eventually sacrificed to Faerlina. When mind controlled, they have a Widow’s Embrace ability which when cast NEAR Faerlina can prevent Frenzy as well as silence Faerlina’s nature school for 30 seconds. Using Widow’s Embrace AFTER Faerlina Frenzies locks her nature school for 60 seconds. Using this ability actually kills the Worshipper.

Followers

There are two ways of dealing with the Followers: off-tank them the entire fight or kill them first. If they are to be killed first, then they need to die quickly (around 30 seconds to bring both down). They do not hit particularly hard but will sometimes charge random people. In addition to that, they have an AoE silence, so try to have them tanked away from your caster classes. They are IMMUNE to silence.

10-man Abilities

Grand Widow Faerlina

She has approximately 2,230,000 hit points.

This will hit the three closest players to Grand Widow Faerlina, used on average every 12 to 15 seconds, but sometimes with as little as seven or eight seconds between casts. Deals 2625 to 3375 Nature damage and applies a dot that does 1480 to 1720 Nature damage every 2 seconds for eight seconds. Dispellable. Widow’s Embrace prevents the use of this ability for 30 seconds.
Random Rains of Fire will be cast on players throughout the fight, at intervals of anywhere from six to eighteen seconds. 1750 to 2750 Fire damage every two seconds. Rain of Fire lasts six seconds. 8 yard radius.
This will be used approximately every 60–80 seconds. It will increase Grand Widow Faerlina’s physical damage by 150%, her melee haste by 50% and her size by 50%. During it she will hit the tank for upwards of 15,000 damage. Widow’s Embrace dispels and prevents the use of this ability for 60 seconds.
NOTE: Faerlina’s Frenzy cannot be removed by hunters’ Tranquilizing Shot.
NOTE: You must kill the worshipper AFTER she enrages if you want to stop her for the full 60 seconds. If you sacrifice the Worshipper before the enrage, it will merely delay the enrage for 30 seconds.

Worshippers

There are 4 “Naxxramas Worshipper” NPCs at the start of the fight.

Worshippers

They will be off-tanked for most of the fight, and eventually sacrificed to Faerlina. When killed near Faerlina, they will remove and prevent Frenzy as well as silence Faerlina’s nature school for 30 seconds. This fight cannot last more than 4:45 or so because there will be no way to prevent the Frenzy if all the adds are dead. It should be noted that in 10-man, the Worshippers are immune to Mind Control, and must be DPSed down. This can be tricky if your off-tank is overzealous and brings one in particular down too fast. Predetermine a kill order for the worshippers (raid marks work well), and bring one down to ~5%, then kill it once Faerlina enrages.

Strategy

25-man

Three tanks are ideal. One tank will pick up the Worshippers and offtank them near the priests in the raid. One will pick up the followers which will be focused down by the DPS classes. The Followers CANNOT be sheeped (a difference from the 10-man). The main tank will pick up Faerlina and drag her to the middle of the room where everyone will spread out around her. When the frenzy is about to come off cooldown a priest will mind control one of the Worshippers and move it near Faerlina then use Widow’s Embrace when frenzy is cast. Aside from healing her AoE damage this is the entire fight from 100% to 0%. The priest will need to be quick as she hits extremely hard while frenzied and may kill the tank if there is any delay.

10-man

Easier than 25man. You will need two tanks. One tank will pick up the worshippers and offtank them right under the stairs on the left side. Any tank class is good at tanking them, as they don’t deal high loads of damage. The main tank will pick up Faerlina after the OT pulls the rest and drag her to the middle of the room where everyone will spread out around her. Every DPS should focus ONLY in Faerlina, ignoring the four adds till the enrage phase is near.

The off-tank will pick all four adds, and start DPSing one of them: the one who must be killed in order to stop Faerlina’s enrage.

When the frenzy is about to come off cooldown (10 secs or so) every DPS should stop all DPS and switch target to the worshipper marked to kill. Do not start attacking it, just target it and be in range for attacks. The main tank should go where the OT is, the closer the better, taking Faerlina with him. The Offtank should have lowered the worshipper’s health to 15% or less.

When the enrage is up, all DPS should burst their CD to insta-kill the worshipper. If done properly Faerlina’s enrage should fade, and MT can move Faerlina back to the center of the room, where DPS can resume on her.

Rinse & Repeat every time the enrage timer is close.

NOTE: Off-Tank should stop DPS worshippers at some time, because he/she will kill them all otherwise.

Maexxna
Maexxna is the third boss of the Arachnid Quarter in Naxxramas.

25-man abilities

Maexxna has approximately 7,600,000 hit points.

Cast at the 20 second mark, and then every 40 seconds after that. Sends two players flying towards the webs on the Western side of the wall, encasing them in a cocoon and incapacitating them. This ability sends the player to the same place all the time, and therefore positioning the DPS where the cocoons will spawn makes for much easier destruction of the cocoon. When encased, 2475 to 3025 Nature damage is done every 2 seconds. The cocoon, which is called “Web Wrap” and has about 15,000 health, can be destroyed from the outside.
Cast every 40 seconds incapacitating everyone in the room including the tank for 6 seconds, dealing 2188 to 2812 Nature damage. This ability cannot be resisted, and the only way to avoid it is to be dead, have Divine Intervention, or be already incapacitated by Web Wrap.
Inflicts 4550 to 5850 Nature damage in a 15 yard frontal cone in front of Maexxna every 10 seconds.
Reduces healing taken by 90% for 30 seconds. This needs to be cleansed immediately, Abolish Poison being the most effective way to remove it during the Web Spray. Applied to targets in melee range in front of Maexxna, generally the tank.
At 30% health, Maexxna will go into a killing frenzy that cannot be removed. Increases physical damage by 75%, melee haste by 50% and size by 15%.
  • Maexxna Spiderlings – 8 Small spiders are spawned at the 30 second mark, and then every 40 seconds after that. These hit for about 2,000 on cloth and have about 14,000 HP.
  • She is immune to silence.

10-man abilities

Maexxna has approximately 2,510,000 hit points.

Cast at the 20 second mark, and then every 40 seconds after that. Sends one player flying towards the webs on the Western side of the wall, encasing them in a cocoon and incapacitating them. This ability sends the player to the same place all the time, and therefore positioning the DPS where the cocoons will spawn makes for much easier destruction of the cocoon. When encased, 2475 to 3025 Nature damage is done every 2 seconds. The cocoon, which is called “Web Wrap” and has about 6,000 health, can be destroyed from the outside.
Cast every 40 seconds incapacitating everyone in the room including the tank for 6 seconds, dealing 1750 to 2250 Nature damage. This ability cannot be resisted, and the only way to avoid it is to be dead, have Divine Intervention, or be already incapacitated by Web Wrap.
Inflicts 3500 to 4500 Nature damage in a 15 yard frontal cone in front of Maexxna every 10 seconds.
Reduces healing taken by 75% for 30 seconds. This needs to be cleansed immediately, Abolish Poison being the most effective way to remove it during the Web Spray. Applied to targets in melee range in front of Maexxna, generally the tank.
At 30% health, Maexxna will go into a killing frenzy that cannot be removed. Increases physical damage by 50%, melee haste by 50% and size by 15%.
  • Maexxna Spiderlings – 8 Small spiders are spawned at the 30 second mark, and then every 40 seconds after that. These hit for about 1,000 on cloth and have about 7,300 HP.

25-man strategy

This is a quick encounter that will be over in 2–3 minutes and hinges almost entirely on keeping the tank alive through web spray. You will need one tank. The tank should pull Maexxna near a wall and face her towards the centre of the room, the raid should position themselves behind Maexxna. Ranged DPS classes will be on killing cocoons. At the 30 second mark Mages will need to be on top of Maexxna to frost nova the Maexxna spiderlings. At this point the raid needs to AoE them down within 10 seconds before Web Spray. If any are left alive it is likely they will kill someone during it as they attack very quickly. Healers will need to apply abolish poison and all of their heal over time effects on the tank just before Web Spray. It is advisable to stop DPS at ~33% and wait for a Web Spray then blow all cooldowns to kill Maexxna so that she never does a Web Spray while frenzied which will likely kill the tank.

10-man strategy

The tank will want to pull Maexxna to the leftmost suspended block, and then turn her around so she faces the opposite block. Melee DPS should stand behind her and the ranged DPS and healers will stand further away. When the fight starts, make sure shamans set poison cleansing totems down, otherwise the other healing classes need to dispell the poisons Maexxna casts. Designate 1 or 2 DPS to monitor when she casts Web Wrap and to subsequently shoot the players out of the webs. Designate another DPS to snare the spiderlings she summons, either use a mage with frost nova, or something like a death knight to aggro the spiderlings as they come. Make sure the spiderlings are killed quickly as Maexxna casts web spray just after summoning her adds. Healers need to watch for poisoned targets, as well as topping the raid off before web spray is cast. She soft enrages at 30% and is easily killed after that.

Sources: Wowwiki, MMO-champion, Wowhead, Blizzard

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Utgarde Pinncale

Level Range: [80] (Req: 75)

Utgarde Pinnacle is the second of Utgarde Keep’s two 5-man wings. It is being designed as a 5-man level 80 instance, and you need to be level 75 to enter it. The instance has it’s own meeting stone at the top level of the keep. (WoWWiki)

Boss Encounters

Svala Sorrowgrave
Svala Sorrowgrave is the first boss of Utgarde Pinnacle. She is a Vrykul who is being transformed into a Val’kyr by the Lich King just as you enter the room that she resides in.

Abilities

Sinister Strike – hits tank for ~2k (Heroic ~4500 on plate)

Call Flames – Flame bolt volley for low damage (Heroic ~4k)

Ritual of the Sword – teleports one party member to the altar and summons three adds which channel spells holding the party member in place. A sword slowly descends toward the altar, and if the adds are not killed by the time the sword reaches the altar it hits the sacrifice target for 100% of its health.

Strategy

Normal – This fight is quite easy. Sorrowgrave’s damage is low, and the adds have low health.

Every 20 seconds or so she will sacrifice a party member. She rises to the ceiling and teleports the targeted member to the altar. Three adds appear and channel a spell holding the party member in place.

You have approximately 8 seconds to kill all the adds before the sword reaches the altar and kills the sacrifice target. Iceblock can be used to avoid the sacrifice, it is unknown whether other abilities also work. These abilities do not remove the sacrifice on Heroic Mode.

Heroic – The adds have much more health and apply a dot to any player who casts a direct damage spell on them. Having substantial AOE damage is useful for killing the adds in time.

Gortok Palehoof
Gortok Palehoof is the second boss of Utgarde Pinnacle. He is a Magnataur located frozen in a trophy hall of the Keep and is being freed by the players.

Abilities

Arcing Smash – Frontal Cone damage for ~6k

Impale – Throws a spear at the target dealing 1885 to 2115 damage and an additionall 3000 damage every three seconds for the next nine seconds.

Withering Roar – Deals 2000 damage to nearby enemies and reduces their total health by 500. Lasts 30 seconds. Stacks up to 50 times.

  • Heroic

Impale – Appears to disappear when afflicted target is healed to 100% (needs to be confirmed)

Withering Roar – Reduces total health by 1000. Lasts 30 seconds. Stacks up to 50 times.

Strategy

Palehoof is unfrozen as part of an event. The trophy room contains four creatures plus Gortok Palehoof. (A Furbolg, a Worgen, a Rhino and a Jormunger)

You begin the event by clicking on the “stasis controller” in his room. The stasis controller spawns an orb that will unfreeze two of the four creatures at random then unfreeze Palehoof.

  • Jormunger- Has a poison that stays on the ground and does damage over time. Summons non-elite worm adds.
  • Rhino- Stomps for heavy damage. Has a charge that leaves victim with a DoT.
  • Furlbog- Non-interruptible Chain Lightning. May randomize aggro, but can be taunted. AoE Fear. Has Enrage.
  • Worgen- Hits heavily. Mortal Strikes tank.

Palehoof himself is a relatively simple tank and spank. His arcing smash does substantial damage in front of him so the tank needs to turn him away from the party. Occasionally he will target a random party member and throw a spear at them, stunning them and dealing ~2k damage every 3 seconds for 10 seconds.

He also casts “withering roar” about every 10 seconds which reduces all party member’s health by 500 for each cast, and stacks up to 50 times. This provides a de facto enrage timer as your tank and other party members will eventually be one shotted. In regular this is not a substantial problem.

Heroic – One mob gets unfrozen at once randomly, like in Normal, but all 4 are unfrozen before Palehoof. Palehoof has substantially more health and does substantially more DPS. The withering roar in this case is a barrier and fairly high DPS is needed to kill him before too many stacks accumulate.

Skadi the Ruthless
Skadi the Ruthless is a frost vrykul and the third boss of Utgarde Pinnacle.

Abilities

Crush – Deals about 10k physical damage to the target.

Poisoned Spear – applies a DoT (damage over time) that does several thousand damage per tick.

Whirlwind – standard whirlwind ability, doing 6-7k on plate, capable of moving while using whirlwind. Skadi the Ruthless is susceptible to disarm abilities even on Heroic mode.

Strategy

This fight is relatively complicated but not difficult once learned.

When the fight begins, Skadi the Ruthless will mount his proto-drake and fly up into the air, beginning a gauntlet style event. Your party must work their way about 150 yards up a hallway fighting 4-5 waves of 5-6 Frost Vrykul each.

While you are fighting through the gauntlet, Skadi will fly over on his drake and cast frostfire on the ground in long strips. Standing in the fire does ~3k a second. It is useful to have a member of the party aware of Skadi’s movement so that you can predict and call which side of the hall his breath will be cast on.

Ymirjar Harpooners will drop harpoons that stick in the ground. Party members need to loot the harpoons along the way.

When you reach the end of the gauntlet, there are three harpoon guns mounted on the edge of the keep. Occasionally you will see the emote that “Skadi is in Range of the Harpoons” and a party member, who has a harpoon, needs to use the harpoon gun. An effective strategy is to assign a single player to collect the harpoons and fire them at Skadi. Several harpoons can be fired in one pass if the player is fast. Additionally, if the group wipes unused harpoons will remain in a player’s inventory, allowing you to have a full stack by the time you reach the end of the gauntlet on subsequent attempts.

After 4 hits with harpoons (6 Heroic), Skadi’s drake will die and he will dismount. When he lands the tank must quickly establish aggro otherwise Skadi may immediately kill vulnerable group members. It is handy if hunters use misdirection (and rogues use tricks of the trade)on the tank in anticipation of this and begin DPSing immediately. From this point on the adds stop spawning and it is essentially a tank and spank. He has an ability that does ~6k damage to the tank and stuns him for 2 seconds. Skadi will also occasionally cast whirlwind, which hits for ~2k, and target a random party member (Warriors use disarm even on Heroic). The targeted party member must kite the boss away from the rest of party to reduce overall damage taken (Warriors should taunt while kiting backwards, this will pull the boss towards them during his whirlwind). Skadi will also occasionally throw a poisoned spear which will hit for around 6k and then DoT for around 2k every 3 seconds, healers must be fast to react to this as an already weakened player will die quickly from it.

It should also be noted that as of Patch 3.0.8 this boss encounter is bugged. When the last of the adds is killed he will immediately despawn, even if he’s already down and fighting. Groups must ensure that at least one add is kept alive until the end of the fight, otherwise they will have no choice but to reset and start again.

King Ymiron
King Ymiron is the slumbering king of the vrykul in Northrend. He lies sleeping within Utgarde Keep. His people are still fanatically loyal to him. He leads the Dragonflayer Clan. Having recently proven himself to the Lich King, he is now undead and the last boss of Utgarde Pinnacle.

Abilities

  • Bane: Surrounds King Ymiron with an aura that deals 1414-1586 (Heroic: 5k to 6k+) shadow damage to nearby enemies on every attack.
  • Dark Slash: Slashes current aggro target with darkness, dealing damage equal to 50% of targets total health.
  • Fetid Rot: Afflicts the target with a disease dealing 1414-1586 (Heroic: 2828 to 3172) damage every 3 seconds for 9 seconds and decreasing healing received by 25%. Dispellable.
  • Screams of the Dead: Delivers a bone chilling scream stunning all party members for 8 seconds.
  • Spirit Burst: AoE. Deals 2357 to 2643 (Heroic: 4k to 5k+) damage to all targets. Only occurs when Ranulf’s blessing is active.
  • Spirit Strike: Deals 925 to 1075 (Heroic: 4625 to 5375) damage to current target and increases physical damage done by 250 (Heroic: 1000). It is stackable, lasts 10 seconds, and only occurs when Haldor’s blessing is active.

Strategy

This fight requires little strategy but is still quite difficult, particularly in heroic.

The primary aspect of this fight is that he hits the tank VERY hard. His normal hits are for ~3k-5k and Dark Slash hits the tank for 50% of their health.

Occasionally, King Ymiron will cast Bane which causes shadow damage when he is attacked. All DPS need to stop attacking when Bane is up. It needs to be dispelled or spell stolen immediately so dps can resume.

He will also occasionally cast Fetid Rot on a random party member, which needs to be removed as quickly as possible.

Every 33% HP on normal, and every 20% on heroic, King Ymiron will cast Screams of the Dead, which stuns the entire party for 8 seconds(mages can blink out of this stun). He will then randomly run to one of the 4 longboats in the room and channel a spell from a Vrykul ancestor there. This will give him an additional ability for the next 33 or 20% of his life. After reaching the next 33/20% mark, the previous longboat will burn and that ability will end. Thus, Ymiron will call on two ancestors’ blessings during his normal battle, and all four during his heroic battle.

With respect to Ymiron’s throne, these boats do:

Near Left Boat (Haldor) – Gives the target the debuff Spirit Strike that increases damage taken. Will stack over time!

Near Right Boat (Bjorn) – Allows him to summon Spirit Fount, an orb that does AoE shadow damage and moves around the room slowly. Ymiron needs to be kited away from the Fount and party members need to stay away from it.

Far Left Boat (Ranulf) – Give him the ability to cast spirit burst, an AoE shadow nova for ~2k (Heroic: ~4-5k)

Far Right Boat (Tor) – Allows King Ymiron to summon 4 Avenging Spirit adds that can be AoE’d down.

Source: MMO-Champion, Wowwiki, Wowhead

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Utgarde Keep

Utgarde Keep

Level Range: [70-72] (Req: 65)

Deep within the walls of Utgarde Keep the Vrykul of the Dragonflayer Clan continue to forge massive weapons of war. Yet, it’s not just weapons of war any travellers will have to worry about. The Vrykul have made an ally in the Proto-Dragons, and many now ride the beasts into battle.

Under the command of Ingvar the Plunderer, the dragon riders revel in slaughtering their enemies from above without warning, causing devastation and in most cases, instant death to any that they set their eyes upon.

Despite their love of weapons of war, or riding the ferocious Proto-Dragons, one must not under estimate the strength the Vrykul themselves posses. Within their ranks lay the Vrykul Rune-Casters, who legend has it wield the ability to freeze their enemies in solid ice, and shatter them into a icy shards. (WoWWiki)

Boss Encounters

Prince Keleseth
Ambassador of the Scourge, first boss of Utgarde Keep!

Abilities

Prince Keleseth

  • Shadowbolt: Hurls a bolt of dark magic at an enemy, inflicting Shadow damage.
  • Frost Tomb: Encases the target in a block of ice. Trapped in a block of ice. 400 Frost damage inflicted every 1 sec sec. Lasts 20 sec.

Vykrul Skeletons

  • Decrepify: Decrepifies the target, reducing Strength by 100 and slowing movement by 30%.

Strategy

There are four Vykrul standing in between you and the Prince. These can be pulled seperately from him, but all four of them will come together. These are just normal mobs found throughout the instance. Once the fourth one dies, the Prince will run towards your party. Have the tank pick him up, and start dps’ing him down. He will cast Frost Tomb from time to time on any member of your party including your tank that freezes them in a block of ice for 20 seconds. It can be removed via Ice Block or Divine Shield. Four Vykrul Skeletons will enter the room from the door on the left. They do not have a lot of health and can be killed quickly. Make sure to keep them grouped up when they die as Keleseth will resurrect them throughout the fight. When they are resurrected, they will still have the same amount of health as before and can be easily dealt with. It is best to kill them quickly in case your tank becomes Frost Tombed or they can be off-tanked if your group’s gear is overpowered for the encounter.

Skarvald the Constructor & Dalronn the Controller
Boss duo, responsible for the tunnel connection between Utgarde Keep and Gjalerbron.
This duo is the second boss encounter of the instance.

Abilities

Skarvald the Constructor

  • Charge: Charges an enemy, inflicting 35% of the caster’s normal damage and stuns the opponent for 2 sec. 5 – 30 yd range.
  • Stone Strike: Inflicts 100% of normal weapon damage and knocks back the enemy.

Dalronn the Controller

  • Debilitate: Debilitates the target, lowering melee attack, spell casting, movement, and ranged attack speeds by 50%. Deals 750 Shadow damage every 2 sec sec. for 8 sec.
  • Shadowbolt: Hurls a bolt of dark magic at an enemy, inflicting 2700 to 3300 Shadow damage.

Strategy

Both of them are pulled together so it is best to tank them near the ramp where they are standing. Skarvald will randomly charge party members while Dalronn will drop agro randomly and only casts shadowbolt. You can either kill them at the same time or kill them seperately. The order in which they are killed, does not matter. If one dies before the other, the remaining boss will create a black spirit of the deceased. The spirit will not be targetable, cannot be killed, and has the same abilities it did when it was alive.

Ingvar the Plunderer
Responsible for the attacks on the Alliance settlements in Howling Fjord. Third and last boss of the instance.

Abilities

Phase 1

  • Staggering Roar: Deals 2188 to 2812 damage to enemies within 60 yards, interrupting any spells being cast for 6 sec. 2 sec cast, 2 sec cooldown.
  • Smash: Deals 17500 to 22500 Physical damage to all enemies within a 10 yard cone in front of the caster. 3 sec cast. 2 sec cooldown.
  • Enrage: Increases attack speed by 5% and size by 5% per cast. Stacks up to 50 times.
  • Cleave: Inflicts 150% of normal melee damage to an enemy and its nearest ally.

Phase 2: Resurrection by Annhylde the Caller

  • Dreadful Roar: Deals 3063 to 3937 Shadow damage to enemies within 60 yards, interrupting any spells being cast for 8 sec. In addition, targets will take 5% more shadow damage. This effect can stack up to 40 times. 0.5s cast, 2s cooldown
  • Woe Strike: Deals 200% of normal melee damage to an enemy and inflicts the target with Woe Strike. Any healing the target receives while afflicted with Woe Strike deals 1313 to 1687 Shadow damage to the healer.
  • Dark Smash: Deals 17500 to 22500 Shadow damage to all enemies within a 10 yard cone in front of the caster. In addition, deals 1750 to 2250 Shadow damage to all enemies, knocking them down. 3 sec cast, 2 sec cooldown.

Strategy

Ingvar is found speaking with two Vyrkul riding Proto-dragons at the end of his platform. Once he is agro’ed, the riders will fly away and will not bother your group for the duration of the fight. Make sure to tank Ingvar towards the end of the platform where he is standing and all casters need to stay max range from him. There are two phases to the fight and Ingvar has several devastating abilities, most of which have a cast time allowing the melee to get out of range. In phase 1, Ingvar will enrage early on and the enrage can stack up to 50 times increasing his attack speed by 5% per stack. He also casts Smash and Cleave which are both frontal cone abilities and have cast times allowing the tank to back away or for dps to move behind him. He also has Staggering Roar which deals damage and interrupts all spell casting for six seconds to all enemies within 60 yards. It is very important not to pull agro on this fight, especially if you are ranged, as you will most likely kill whoever is next to you if he happens to Cleave or Smash near any dps.

Once Ingvar dies, Annhylde the Caller appears and will resurrect Ingvar, making him the Lich King’s undead servant. Once again, it is very important to keep Ingvar away from as much of the party as possible. Again he has an spell called Dreadful Roar that will interrupt spell casting for eight seconds and cause everyone to gain a debuff that increases shadow damage taken by 5%. This debuff is stackable. He can also place a curse on a party member that unless removed will cause the healer to take additional damage as well. Ingvar now has an upgraded Smash called Dark Smash that can be devastating unless the tank moves away when he begins to cast it. This ability will knockdown and stun the party for two seconds.

It is very important to have a curse removal in the party and to watch his casting bar in order to minimize the damage taken by not only the tank, but the entire party.

Source: MMO-Champion, Wowwiki, Wowhead

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The Violet Hold

The Violet Hold

Level Range: [75-77] (Req: 70)

As you enter, Kirin Tor prison guards are fending off invaders of the blue dragonflight. Under orders from Malygos, they are using magical portals to enter the hold and try to break through the exit in order to enter the city.

As you talk to Lieutenant Sinclari, the guards leave and your group is on their own to defend the hold. Similarly to the Black Morass instance, there will be 18 portals opening one after another, with either a portal guardian spawning that you need to kill in order to close the portal, while small adds will be continously spawning from the opened portal, or a portal that spews a squad of elite dragonkin without the adds that spawn from the opened portal.

After the 6th and 12th portal, an unattackable dragonkin will spawn to open up one of the magically sealed prison cells, containing a boss each. After you defeated the boss, you will get a small break to catch your breath before the event goes on.

After the 18th portal, you will fight Cyanigosa, the blue dragon in charge of the assault on the prison. (WoWWiki)

Boss Encounters

Erekem
Captured Arakkoa
Abilities

Heroic
  • Erekem + Erekem Guard and Erekem Controller
  • Spawns from the left side.
  • Quick Learn – Tank all three on the top of the steps (or where ever). All DPS on the mini-boss and burn him down.
  • If you kill the adds first, he will apply a debuff called Stormstrike onto the tank. The tank then will take repetitive 6 – 7k melee hits until they die.

This is a very simple fight — just tank and spank and kill the mini-boss first, while keeping aggro on the two adds.

Strategy
Just tank and spank. DO NOT KILL THE ADDS! just dps the boss down while keeping aggro on the two adds. Once boss is down then kill adds!

Moragg
Captured Beholder
Abilities

Heroic

  • Ray of Pain – 2000 dmg per sec, for 4 sec.
  • Optic link – 700/sec for 12 seconds. Goes up to 3000 the further you are away from him.

Strategy

This is a basic tank and spank boss. The only thing that tanks may need to pay attention to is the occasional spell critical on the tank; these hit for 5k damage at most and should simply be healed through. The party should generally stay as close to the boss as possible to avoid Optic Link deaths.

Ichoron
Captured Water Elemental
Abilities

Normal

  • Protective Bubble – all damage taken reduced by 99%, bursts after 35 attacks or spells
  • Water Blast – shoots a blast of water at an enemy, dealing 2775 to 3225 Frost damage and knocking it back
  • Water Bolt Volley – hurls a watery bolt at all nearby enemies within 45 yards, inflicting 1850 to 2150 Frost damage

Heroic

  • Protective Bubble – all damage taken reduced by 99%, bursts after 35 attacks or spells
  • Water Blast – shoots a blast of water at an enemy, dealing 5550 to 6450 Frost damage and knocking it back
  • Water Bolt Volley – hurls a watery bolt at all nearby enemies within 45 yards, inflicting 4394 to 5106 Frost damage

Strategy

Ichoron initially comes out with a “Protective Shield” buff with 35 charges that reduces any damage by 99%. Any attack or spell hit made on Ichoron will remove one charge. When all of the charges are gone, her shield will erupt, dealing damage and knocking nearby players back. She will become untargetable and low-health elementals will spawn around the room and move directly toward her. When an elemental reaches her or when there are no elementals left alive, she will become targetable again. This cycle will repeat: 35 Charges, Shield Eruption, Elementals summoned, DPS boss phase.

Each elemental that reaches her once she is up will restore a small percentage of HP. Killing the elementals causes them to erupt, dealing damage and knocking back nearby players. Using the Defense Control Crystals around the room after Ichoron’s bubble pops will kill all elementals and, if timed right, can stop any from reaching her. The crystals are the key to the Heroic achievement [Dehydration]. Note, however, that using a Defense Control Crystal will cause all of the elementals to explode and can kill players if coordinated poorly, and will also prevent getting the [Defenseless] achievement in Heroic.

At 25%, she enrages and stops summoning adds, but hits hard.

Many groups find it useful to pull Ichoron up the stairs to the back of the platform by the entrance. This bottlenecks incoming elementals, making them much easier to AoE down and giving them farther to run. This strategy can optionally be used in combination with the crystal activators. Once she enrages at 25%, it is a DPS race.

Note that Protective Bubble severely reduces tank and DPS aggro, but does not reduce healer aggro. Tanks will want to use taunt and adjust their abilities to avoid depending on aggro from damage. Frost Resistance should help, and low cast time spells will burn through her shield faster.

Xevozz
Captured Ethereal
Abilities

  • Arcane Barrage Volley: Shoots Arcane Blasts at nearby Enemies
  • Arcane Buffet: Feasts upon the Energies of the Sphere and increases Damage done
  • Summon Ethereal Sphere: Summons an Ethereal Sphere

Early in the fight, Xevozz will summon three spheres. The spheres have about as much health as Xevozz, so do not try to burn them down. Additionally, the spheres have a damage aura. If Xevozz gets close to a sphere, he will feed off its power and enrage – increasing his damage output considerably. Finally, if Xevozz has LOS to a sphere for more than a few seconds he will teleport himself and the party to it – immediately feeding on it and subjecting the party to the damage aura.

After a time the spheres will despawn. Shortly afterward, Xevozz will summon another set. This pattern will continue until the fight ends, one way or another.

Strategy

Heroic mode The key to this encounter are the Ethereal Spheres. On his own, Xevozz does not put out very much damage. If he gets near a Sphere, Xevozz’s damage output will increase significantly. Additionally, if Xevozz has LOS to a sphere for any length of time he will teleport himself and the party on top of it, which will cause a great deal of sadness. In order to prevent this from happening, the tank will need to kite Xevozz across the balcony. The Spheres will attempt to follow, but for the most part they will not be able to catch Xevozz.

The most effective kiting strategy involves picking up Xevozz on the stairwell immediately to the left of his cell. The tank should be on the stairs themselves, with ranged DPS and heals up at the top. When Xevozz summons the orbs, the tank should begin kiting him up onto the balcony and then to stairwell at the far end of the instance. The tank’s focus needs to be on keeping Xevozz moving, maintaining threat is secondary (since the entire party is moving Xevozz should not be taking much damage).

By the time Xevozz reaches the opposite side of the instance the spheres should have despawned. Fight Xevozz on these stairs until he once again summons orbs, and repeat the kiting process.

Healers and DPS should focus on staying ahead of the kiting path, to avoid getting near any orbs that may be following Xevozz. Xevozz will usually go down after 1 or 2 kiting passes.

If a teleport is triggered, everyone needs to focus on getting away from the three orbs as quickly as possible. The tank should declare a spot everyone should move toward. DPS should do nothing but get out of the way. Healers will need to move while keeping the tank topped off, as Xevozz’s damage output is going to increase considerably.

Lavanthor
Captured Core Hound
Abilities

N/A
Strategy

Face him away from the group because of his flame breath attack, tank him on the stairs next to his holding cell. When he begins to cast lava burst back up a few steps to avoid the AOE damage of it. Easy tank N spank just keep stepping backwards during the fight when he lava bursts.

Zuramat
Captured Void Lord
Abilities

Summon Void – Summons a Void Sentry that casts a Shadowbolt Volley every few seconds, and can only be seen with the Void Shifted debuff.

Void Shift – Channelled shadow damage over time spell; targets one random player. Leaves a debuff called Void Shifted that deals shadow damage and allows you to see hidden void creatures.

Shroud of Darkness – Lasts 5 seconds. Hitting him while this is up will place a debuff on you that reduces the healing you receive by 20%; in normal mode this can stack up to 5 times for a 100% reduction while in heroic it is possible to have more than 5 stacks at a time resulting in negative healing. Given the large amount of shadow damage being dealt to the party by the void spheres, this will usually result in a wipe.

Strategy

Zuramat is a large void lord that is caged on the west side of the Violet Hold. Throughout the fight he will summon Void Sentries that will hit the party with a Shadowbolt Volley every few seconds – the only way to kill them is to get the Void Shifted debuff, which is obtained after getting hit by the boss with his Void Shift attack. This gives you a 15 second window to kill the void adds. Another strategy is to burn down the boss as fast as possible and ignore the adds – which will depend on your healer’s effectiveness, as the damage being inflicted to the whole party can become massive towards the end of the fight.

For this boss you should place the tank in the center of the room and the rest of the group should make a half circle around the tank about 15 yards back, facing the broken wall. He will approach through the broken area of the wall and the tank should grab him and bring him to the center.

The Shroud of Darkness buff on the boss can be removed by the following:

This should help avoid anyone getting the healing debuff, and allow relatively uninterrupted dps.

He also casts Void Shift on one random player, this is a debuff that allows that player to see the Void Sentries that are holding the void spheres, this player should kill every sentry they can during the 15 seconds that the debuff lasts.

  • If the tank gets it, he/she will have to tank and kill the sentries.
  • If the healer gets it, a backup healer should take over healing, if no backup healer is available, things might become problematic.

The Void Sentries have very little HP, so light AoE is usually sufficient to kill the Sentries while Void Shifted. If you need to single target the sentries, a targeting macro can be very useful. (/tar Void Sentry)

If you find that your party is unable to deal with the Sentries in a timely fashion, the defense crystals in the room may also be used to deal with them.

Unholy Death Knights can throw up Anti-Magic Zone, if so talented, for a protection effect. AMZ will mitigate 75% of the incoming shadow damage until it absorbs 10000 + (DK’s AP * 2) damage in total, making the healer’s job more bearable.

Cyanigosa
Cyanigosa is a powerful blue dragon located in the Violet Hold. She has been sent there by Malygos to release the prisoners and invade Dalaran itself.
Abilities

Frostbolt:

Cone of Cold: Breath weapon

Blizzard: (Random target)

Arcane Grip: Pulls everyone in to her and wipes aggro. Tank should immediately taunt after this to regain aggro and reposition her back toward the stairs, it helps if dps stops for 1-2 secs while the tank regains aggro.

Melee: 2k-3k on plate

Uncontrollable Energy: Does instant damage to players in front of her and a debuff which inflicts 1000 Arcane damage every 3 seconds.

Tail Sweep Does damage on enemies behind her, interrupting spell casting for 2 sec.

Strategy

Fairly easy tank and spank. Tank should aggro her and tank her facing away from the group to get away from the breath. Periodically she does Uncontrollable energy, which can be dispelled. Also she will randomly summon everyone to the middle and throw them back. The teleport is an aggro wipe. Character Pets do not get their aggro wiped, however, so make sure the main tank taunts Cyanigosa right after the teleportation.

Source: MMO-Champion, Wowwiki, Wowhead

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The Oculus

The Oculus

Level Range: [80] (Req: 75)

The Oculus is a 5-man wing of the Nexus in Coldarra (a subregion of Borean Tundra in Northrend), designed for level 80 players. The Oculus is a tower of “magical rings” that float above the ground and the first instance to allow players the use of certain flying mounts. (WoWWiki)

Boss Encounters

Drakos the Interrogator
Drakos the Interrogator is a blue dragonspawn and the first boss located in The Oculus.
Abilities

  • Magic Pull: Teleports all nearby enemy targets to the caster.
  • Thundering Stomp: Stomp the ground, dealing Physical damage to enemies in a large area and knocking them into the air.

Strategy

When the boss fight begins, Drakos will summon floating bombs that quickly fly around the island players on. These bombs do not detonate on touching, rather Drakos will randomly blow a number up throughout the fight. The bombs move at a fairly quick pace so it may be difficult for groups to avoid them in time to dodge an explosion. However, they only hit for around 2,000 each, so it can be easily healed through.

Drakos will occasionally use a spell called Magic Pull and cause everyone to be teleported to him. At this time casters and range should head out of melee range.

In addition to the pull, Drakos will randomly place a bomb debuff on one target. This person needs to run away from everyone else until they explode, then return to the fight.

This fight (as well as every other fight in this instance) becomes increasingly easier if you have a healer with the capability to heal more than one target simultaneously. A druid healer will shine most of all throughout this fight from the use of HoTs.

Drakos will also use Thundering Stomp, which will launch any melee into the air a small distance and deal some physical damage. This ability is on a 5 second cooldown.

Mage-Lord Urom
Mage-Lord Urom is an human mage, 2nd boss of the Oculus.
Abilities

  • Arcane Shield: Shields the caster from damage.
  • Empowered Arcane Explosion: Sends out a blast wave of magic, inflicting Arcane damage to nearby enemies.
  • Frostbomb: Launches a Frostbomb that deals Frost damage and freezes the ground, dealing periodic damage and slowing the movement speed of enemies in an area.
  • Summon Menagerie: Summons an assortment of creatures and teleports the caster to safety.
  • Teleport: Teleports the caster to the center of The Oculus.
  • Time Bomb: Deals 3800 to 4200 Arcane damage and plants a time bomb in an enemy target. After 6 sec the bomb explodes, dealing additional Arcane damage to nearby enemies equal to the amount of health missing from the target.

Strategy

On normal Urom is not that difficult, and if you have a competent healer can pretty much be treated as a tank ‘and spank boss.

Like any other difficulty Urom must be pulled around the ring. However, because there is no Frost Buffet debuff attached to his Frost Bomb you only need to move when he goes to cast Arcane Explosion. If you can time his movements well enough you can use the cast time of his Arcane Explosions to move to the next pillar in line that is devoid of his Frost Bomb effect. This time is also well used applying bandages and such.

The real killer on normal is his Time Bomb attack. The healer needs to know what to look for, and apply copious amounts of healing to the time bomb target. So long as the damage from Time Bomb is minimized Urom feels more like a phased tank and spank where you just heal through the Frost Bomb DoT (with 16k hp it’s not that much damage really and only effects the melee).

So…

  • Urom gets tanked 1/4 of the way between a pillar and the next pillar the group will be taking cover behind during the next Arcane Explosion.
    • The Tank can, if he so chooses, tank Urom facing “backwards” so his back is to the rest of the group to give the melee an easier time to run behind the next pillar. This will make it easier for them to apply self healing if needed between explosions and better allow the healer to focus on the tank.
  • The ranged DPS and the healer stands 3/4 of the way to the next pillar at the edge of their range.
  • When Urom teleports the group makes haste behind the next pillar in line.

Time Bombs:

  • If a ranged DPS is targeted by a time bomb they need to move away from the tank so they don’t get the healer when they explode. They then bandage themselves and resume DPSing.
  • If the healer is targeted by a time bomb it should be announced (a macro helps) so the tank can burn a CD if necessary. The healer needs to then drop a large heal on himself to bring his HP to full. The Time Bomb will then deal zero damage to the ranged DPS when it explodes.
  • If a melee DPS is targeted by a time bomb he needs to run halfway towards the healer so that neither the tank or the ranged DPS/healer is in the area. If the healer can spare the time a heal can be dropped on the DPSer in question. If not a GCD may be spared on a HoT of some sort if one isn’t already on the target.
  • If the tank is targeted the healer needs to overheal so that his HP is as close to full as possible when the Time Bomb goes off.

Frost Bomb:

  • If the healer is a druid or a priest HoTs should be on all melee DPS at all times.
  • If the healer is a paladin Hand of Freedom and a “/y RUN” can be used in place of a HoT should a melee DPS get low on HP so they can get out of the Frost Bomb area.
  • If the healer is a shaman generous Chain Heals should be more than enough.

Varos Cloudstrider
Varos Cloudstrider is the second boss located in The Oculus. He’s a Drakonid.
Abilities

Regular abilities

  • Energize Cores: Periodically covers about 1/3 of the platform with bolts of arcane power, inflicting 5700-6300 Arcane damage.

Heroic abilities

  • Melee Swing: damages top aggro for 9000-10,000 (3000-4000 on Plate) Physical damage.
  • Ice Beam: damages the top aggro for 6k ice and reduces movement speed.
  • Energize Cores: periodically covers about 1/3 of the platform with bolts of arcane power, inflicting 5700-6300 Arcane damage.
  • ??: the damage from an Azure Ring Dragon’s laser beam.
  • Amplify Magic: debuff. Targets a single party member and increases damage from spells by 1800, and healing spells by 3600.

Strategy

The fight is mostly a tank and spank which requires your party to be constantly repositioning to avoid the rotating Energize Cores arc. The ability causes several adjacent orbs around the outside edge of the platform to emit small tendrils toward Varos before releasing an actual blast that deals damage. The blast area depends on the location of the boss; if tanked in the center, the blast covers about 1/3 of the platform. Subsequent discharges always rotate one orb (1/8th of the platform) in a counter-clockwise direction.

On occasion Varos will summon a Captain which grabs a nearby flying drake who will start firing a beam onto the platform that follows one random group member and damages anyone on contact. Simply get as far as you can from it without putting yourself in danger of the Energize Cores or dragging the beam across another party member.

Although some say that killing the dragons around the area will affect Varos’ ability to summon Azure Captains, this is not true, as they appear out of thin air. However, in doing so you can eliminate the possibility for a player to accidentally aggro one of the nearby mobs (a player would have to target and attack one to pull it). It has been strongly recommended that you clear out the dragons above the platform so that the summoned Azure Captain doesn’t aggro them.

Tanking in the center

This is the most simple way to fight him, but somewhat dangerous for the tank. The tank should sit in the middle, only moving in small circles to avoid a laser beam from an Azure Captain.

The rest of the team will rotate around the tank and boss as needed. Remember that the Energize Cores will not over-rotate if the boss is moved or rotated (his position does not affect the location of the blast, only the length of it; imagine him firing a giant invisible cone of damage between the orbs).

Tanking around the edge

Because the blast area of the Energize Cores appears between the orbs and Varos, a good tank can pull Varos to the edge of the platform (the one with the blast area) and drag him counter-clockwise around the platform (in the direction that the blast area is rotating). While tanking, try to stay on the inside of the circle to avoid getting hit by Energize Cores.

With the tank on the edge, the rest of the party can stand in the center of the area without having to dodge the blast area of the Energize Cores. Simply turn to keep facing Varos and avoid the beams as necessary.

Healing Through

With enough dps and healing a group with a group healer (Shaman or Holy Priest) can heal through the damage of Energize Cores.

If statically positioned at one side of the plataform you can get 3 to 4 Energize Cores blasts on a complete turn. Those blasts will drive your healer to switch group heals with tank heals to avoid the death of your tank (As example a Priest can use Prayer of Mending and Flash Heal trough the blast to have the tank at max health while party member retain enough health to survive the next blast).

A lightwell can help if party members are trained on how to use it

Haste potions and/or trinkets can help the healer to get his job done.

With this technique Varos fight becomes a dps race against your healer’s mana pool.

Ley-Guardian Eregos
Ley-Guardian Eregos is the last boss located in The Oculus. The whole fight is done on flying mounts.
Abilities

  • Arcane Barrage: Inflicts Arcane damage to an enemy.
  • Arcane Volley: Inflicts Arcane damage to an enemy.
  • Enraged Assault: Increases damage done by 25% and casting speed by 100% for 12 sec.
  • Planar Shift: Shifts the caster to the astral plane for 18 sec. While shifted the caster is immune to magic damage but cannot move or attack.

(Player Controlled) Drake Abilities

Amber (DPS)

  • Shock Lance – Instant – Deals 4822 to 5602 Arcane damage and detonates all Shock Charges on an enemy dragon. Damage is increased by 6525 for each charge detonated.
  • Time Stop – Instant – 1 min cooldown – Halts the passage of time, freezing all enemy dragons in place for 10 sec. This attack applies 5 Shock Charges to each affected target.
    • Note: This ability is affected by diminishing returns.
  • Temporal Rift – Channeled – Channels a temporal rift on an enemy dragon for 10 sec. While trapped in the rift, all damage done to the target is increased by 100%. In addition, for every 15,000 damage done to a target affected by Temporal Rift, 1 Shock Charge is generated. (This ability is unlocked after defeating the 3rd boss.)

Note: “Charges” for the Amber drake are per drake / per target. i.e. One drake cannot use up the charges placed by another. So, for the final boss, you should alternate between using Temporal Rift and Shock Lance. Use Temporal Rift until *your* stack of charges reaches 10, then Shock Lance, then back to Temporal Rift. You DO NOT need to channel Temporal Rift for the full duration to reach 10 stacks! The rate that stacks are added depends on how much other damage is being done to the boss while you channel. If you use Time Stop, every mob present will immediately gain 5 stacks for you. This is a very handy tool for whelp cleanup since whelps with 5 stacks can be one-shot using Shock Lance.

Ruby (Tank)

  • Searing Wrath – Instant – 60 yd. range – Breaths a stream of searing fire at a dragon, dealing 6800 to 9200 Fire damage and then jumping to additional dragons within 30 yards. Each jump increases the damage by 50% affecting up to 5 total dragons.
  • Evasive Maneuvers – Instant – 5 sec. cooldown – Allows your drake to dodge all incoming attacks and spells. Requires Evasive Charges to use. Each attack or spell dodged while this ability is active burns one Evasive Charge. Lasts 30 sec or until all charges are exhausted.
  • Martyr – Instant – 10 sec. cooldown – Redirects all harmful spells cast at friendly drakes to yourself for 10 sec. (60 yard radius)

Note: As long as the ruby drake is mindful to use Martyr as often as possible, it really doesn’t matter who has aggro from the boss – all damage will be redirected to the ruby. Evasive Maneuvers allows you to evade the damage from Martyr.

Emerald (Healer)

  • Leeching Poison – Instant – Poisons an enemy dragon, leeching 1300 health to the caster every 2 sec. for 12 sec. Stacks up to 3 times.
  • Touch the Nightmare – Instant- 10 sec cooldown – Consumes 30% of the caster’s max health to inflict 25000 Nature damage to an enemy dragon and reduce the damage it deals by 25% for 30 sec.
  • Dream funnel – Channeled – 60 yard range – Transfers 5% of the caster’s max health to a friendly drake every second for 10 secconds as long as the caster channels.

Note: As long as the amber drakes keep Temporal Rift up, it is quite easy for a single Emerald drake to keep Touch of the Nightmare up while also healing. The Temporal Rift debuff doubles the self-healing from Leeching Poison so you have plenty of HP to burn, and you only need to refresh it every 30 seconds.

Note: It helps a great deal to keep three stacks of Leeching Poison rolling on Eregos. This usually requires ending Dream Funnel or Touch of the Nightmare early, but prevents you from having to reapply all three stacks of the poison again.

Strategy

Eregos should be confronted while the entire group is on their drakes. This encounter is mostly a tank and spank with occasionally 2-3 whelps spawning right next to Eregos. The standard Ruby (tank), Emerald (healer), 3x Amber(DPS) composition works as long as you are quick on dealing with the whelp adds.

The five party members should be doing the following:

  • The Ruby drake rider tanks, as expected.
  • The Emerald drake rider heals, also as expected.
  • One of the Amber drakes concentrates on killing Eregos, and helps with adds if it becomes really necessary.
  • A second Amber drake keeps Temporal rift up on Eregos, to increase damage against him.
  • The third Amber drake concentrates on killing adds, and attacks Eregos if they are all dead. This drake should be immediately switching over by repeatedly hitting the nearest target key (default is TAB).

If the tank or the healer is getting low on health, one of the amber drakes needs to cast Time Stop to buy time for the emerald drake to catch up on healing, eliminate remaining adds, and focus back onto Eregos.

Heroic Mode (2 Ruby, 2 Emerald and 1 Amber )

This fight is much harder than on Normal mode, but becomes very easy once each party member understands their role. Use 2 Ruby drakes, 2 Emerald drakes and 1 Amber drake.

Ruby 1 Ruby drake tanks the boss and casts Evasive Maneuvers whenever possible. The other Ruby drake should DPS the whelp adds.

Emerald The Emerald drakes should heal the tank, one can heal the group when necessary.

AmberThe Amber drake should channel Temporal Rift to five stacks at first, then Shock Lance. Do not start with 10 stacks of Temporal Rift or else the Amber drake will pull aggro from the tank. After a while the Amber drake can put all 10 stacks on the boss. When the boss comes back from the Astral Plane, go back to only 5 stacks as Astral Plane is an aggro wipe and the tank will need time to build Save time stop for enrages! It is also suggested to Stop Time when the boss comes back to allow the party to reposition itself and allow the tank to pick up aggro from the boss again. Many wipes are caused by the Amber drake picking up aggro!

Other NotesWhen the boss goes into his Astral Plane phase, just fly away from the orbs! The can do damage from quite a distance away when they explode. The aggro table will also be wiped. Time Stop should be used afterward to allow the tank to build threat and reposition everyone.

Source: MMO-Champion, Wowwiki, Wowhead

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The Nexus

The Nexus

Level Range: [71-73] (Req: 66)

Originally the exclusive domain of Malygos, the Aspect of the Blue Dragonflight, the Nexus has expanded considerably as other blue dragons choose to live near their leader and partake of his wisdom. The Nexus is an extensive series of caves and tunnels that riddles Coldarra. Every space has been carved and smoothed so that it seems more like a castle buried in ice than a natural formation. The walls are ice and crystal, and cast rainbows of light from small glowing gems set in strategic locations; most flat surfaces are carved to show dragons in various activities. The floors are solid stone, polished glass-smooth and mirror-bright. No stairs exist � in many places an archway opens onto a vast open chamber and the dragons simply fly across to another portal placed somewhere on the other side. The outermost chambers are dotted with lifelike ice statues � the statues are the remains of uninvited guests, transformed by dragon magic and placed here as a warning. The caves themselves are fascinating, and many have unusual magical properties, some of the rooms may actually change. (WoWWiki)

Boss Encounters

Grand Magus Telestra
Grand Magus Telestra is a high elf boss inside the Nexus. She is probably one of the mages of Kirin Tor who has sided with Malygos to retain her arcane powers.
Abilities

Phase One

  • Ice Nova: Deals 2357 to 2643 Frost damage to all enemies within 60 yards, stunning them for 3 sec.
  • Firebomb: Inflicts Fire damage to an enemy and enemies nearby.
  • Gravity Well: Continuously pulls all players within 60 yards to the caster, rapidly dealing 75 Shadow damage for 6 sec.

Frost Magus

  • Blizzard: Calls down a blizzard that lasts 6 sec., inflicting 1000 Frost damage every 2 sec sec. to all enemies in a selected area.
  • Ice Barb: Deals 438 to 562 Frost damage to an enemy target. Causes triple damage against Frozen targets.

Fire Magus

  • Fire Blast: Inflicts Fire damage to an enemy.
  • Scorch: Scorches an enemy for Fire damage.

Arcane Magus

  • Critter: Transforms an enemy into a critter, forcing it to wander around for up to 3 sec. While wandering, the critter cannot attack or cast spells.
  • Time Stop: Stuns all enemies within 50 yards for 2 sec.

Strategy
Start off by tanking Telestra towards the back of the room. She will cast Firebomb and Ice Nova and melee the tank. She also casts Gravity Well which tethers all party members to her and tosses them around the room causing everyone to take shadow damage. Group back up on one side and tank her on the other. At 50%, Telestra will split into three versions of herself: Arcane, Fire, and Frost. The fire version randomly scorches party members, but will stay on the tank for the majority of the time. Frost Telestra casts a room wide Blizzard, Frostbolt, and Ice Lance while the Arcane magus casts Time Stop which is a two second stun to all party members. The Arcane Magus also has the ability to sheep. If you do not have any form of crowd crontrol, then it is best to kill the Frost Magus first to minimize party damage. If you do not have someone who can cleanse or dispel the critter effect, it is best to kill the Arcane Magus next. Otherwise kill the Fire Magus after Frost to once again help minimize damage being done to the party. You can sheep or fear the magi if your party is capable and the magi can also be silenced. It is best to save silences for the Frost Magus’s Blizzard if she is not CC’ed. After all three are killed, Telestra will re-assemble herself and continue to cast Firebomb and Gravity Well. Make sure to stay grouped up on one side so that the healer will be in range of everyone and to keep the party’s health topped off in case she casts Gravity Well again.

Anomalus
Anomalus is a giant, arcane voidwraith boss in the Nexus.
Abilities

Anomalus

  • Create Rift: Tears the fabric of space, opening a Chaotic Rift near Anomalus.
  • Rift Shield: Channels energy from the caster to nearby Chaotic Rifts, charging them with energy. The caster is immune to damage while channeling.
  • Spark: Hurls a magical bolt at an enemy, inflicting Arcane damage.
  • Charge Rifts: Anomalus channels his chaotic energy into nearby rifts, increasing their attack range and the rate at which they create Chaotic Wraiths.

Chaotic Rift

  • Chaotic Energy Burst: Unleashes a burst of chaotic energy at an enemy, dealing 244 to 406 Arcane damage and then jumping to additional nearby enemies. Each jump reduces the damage by 50%. Affects 3 total targets.
  • Charged Chaotic Energy Burst: Unleashes a burst of chaotic energy at an enemy, dealing 357 to 593 Arcane damage and then jumping to additional nearby enemies. Each jump reduces the damage by 50%. Affects 3 total targets.

Crazed Mana-Wraith

  • Arcane Missiles: Launches magical missiles at an enemy, inflicting Arcane damage.

Strategy
Tank Anomalus in the center of his platform with the rest of the group spreading out in a semi-circle on one side. Anomalus will frequently open a Chaotic Rift which will diminish his size and make him invulnerable to attacks. Crazed Mana Wraiths will spawn out of the rift if it is not killed quickly enough. Make sure all dps is switched onto the rift as fast as possible and if any Wraiths come out, have the tank pick them up. The rifts and the wraiths have faily low health and can be easily killed. Kill the adds before your party continues to dps down Anomalus. He will open a rift several times throughout the fight.

Ormorok the Tree-Shaper
Ormorok the Tree-Shaper is an elemental boss living in The Nexus. He is probably the one who created all the Crystalline treants and ancients who guard the way to his chambers.
Abilities

  • Enrage: Increases the caster’s Physical damage by 100%.
  • Crystal Spikes: Summons a series of crystal spikes that radiate out in all directions from the caster. After a short time, they will erupt from the ground, dealing 2828 to 3172 damage to all nearby enemies and knocking them into the air.
  • Spell Reflection: Magical spells will be reflected. 4 charges.
  • Trample: Inflicts normal damage plus 2357 to 2643 to nearby enemies.

Strategy
Begin tanking Ormorok in the middle of the platform where he stands, having your party spread out around you. This is so that none of the small flowers will agro your party during the fight if they happen to heal to full before you have killed Ormorok. Every so often, Ormorok will cast Crystal Spikes that will shoot out from his feet in four directions. These shards will be small at first, grow larger, and then spike up. They are easy to avoid, but if you are caught on top of one, it tosses you up into the air causing 2500 damage per second over three seconds. If you are tossed up into the air, you will take fall damage and unless topped off, will most likely die so it is very important to avoid these spikes at all costs. Ormorok also casts spell reflect that has four charges and must be used up before the shield disappates. Casters can use lower rank spells or keep casting a damage over time spell until the shield is gone. Ormorok will also enrage, increasing his damage. As long as all party members are able to stay away from the spikes, and the healer can keep the tank topped off, the fight will go smoothly.

Keristrasza
Keristrasza was a servant of Alexstrasza’s flight. She planned to stall Malygos’s advance in the Nexus War by eliminating his consort and facing his retribution with a fleet of red dragons. While the plan worked and Malygos was distracted, he used his considerable power to imprison Keristrasza within The Nexus and slowly bind her to his will as a new consort. She is currently being held there and players are tasked with killing her to preserve her freedom.
Abilities

  • Tail Sweep: Inflicts 600 to 1000 damage on enemies in a cone behind the caster, knocking them back.
  • Crystal Chains: Inflicts Frost damage and immobilizes an enemy target for up to 10 sec.
  • Enrage: Enrages, increasing physical damage and attack speed for 2 min.
  • Crystalfire Breath: Inflicts Frost damage to enemies in a cone in front of the caster, slowing their movement speed and dealing damage over time.
  • Intense Cold: Deals periodic damage and slows the attack and casting speeds of nearby enemies over time. Movement breaks the effect. Debuff: 100 Frost damage every 1 sec sec. Attack and casting speeds slowed by 10%. Movement removes this effect. Can stack up to 9 times.

Strategy
Keristrasza is a frozen in ice at the beginning of the instance. There are four orbs near her that are clickable. Once the area is clear of any patrols, click on the orbs and she will be released. Make sure the tank picks her up right away and keeps her parallel to the rest of the group. She has a tail sweep, casts Crystal Chains, Crystalfire Breath that does frostfire damage and slows attacks, and has a stackable debuff called Intense Cold that can stack up to nine times. Crystalfire Breath can be dispelled, and to prevent Intense Cold from stacking, all you have to do is move and it removes the debuff. Any movement clears the debuff so all casters can either strafe one step or jump after a cast or two. Melee and the tank must keep close watch on their debuff and move a little to clear it. Make sure there is someone in the party that can either dispel or cleanse so that they will be able to remove Crystal Chains. It will keep the targeted party member rooted for ten seconds and prevent them from clearing their Intense Cold debuff. Make sure to stand off so that you are facing her side so that you do not get tail swept or are hit with Crystalfire Breath.

Source: MMO-Champion, Wowwiki, Wowhead

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