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
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
- 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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