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
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:
- Whirlwind – ~4,000 on plate.
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:
- Whirlwind – ~2,700 on plate.
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.
- 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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