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Naxxramas 25 Man Instance Guide

           Naxxramas was originally added in the last patch before Burning Crusade back in "Classic" WoW. Naxxramas was known for being one of the most demanding raid instances. It required unparallel organization and teamwork to complete the instance. Many of the guilds that where able to complete naxx where able to quickly complete the first raids in Burning Crusade.

           In 2008 Naxxramas was Re-released for WoTLK, the second World of Warcraft Expansion. The dungeon was Re-tuned for so that 25 people and 10 people could see the dangers within apposed to the original 40 people it once took. On this page you'll find strategies and loot tables of all mobs in Naxxramas.

The Arachnid Quarter

Anub'Rekhan: Anub'Rekhan is one of the easiest fights in Naxxramas. He requires one tank to tank him in place until he begins to cast Locust Swarm. Once he starts to cast Locust Swarm he must be kited around the room clockwise to where you entered. Once you have him here DPS can resume. When he begins to cast Locust Swarm again he must be kited around the room Counter Clockwise. It is VERY important that the tank avoids the Insect Swarm as well as the raid.

           In addition Anub'Rekhan will summon Crypt Lords which must be picked up by an off tank and killed. When the Crypt Lord dies it will spawn Corpse Scarabs which also must be killed. This fight requires a good main tank that is capable of moving a raid boss and keeping agro.

Video Strategy of how to do Anub'Rekhan

Abilities

Locust Swarm: Anub'Rekhan unleashes a locust swarm, slowing his movement speed by 40% and damaging all nearby enemies. Nearby Enemies are unable to attack or cast spells.

My Advice: You must start running away from Anub'Rekhan within the First second of the 3 second cast time of Locust Swarm. Otherwise you're going to be caught within the Locust Swarm. If you don't have any form of Minor Speed, or a movement speed increase you must move within 0.5seconds.

Impale: Spikes pierce the floor and then rise up, dealing 5688 to 7312 damage and knocking up enemy targets in a line away from the caster.

My Advice: Impale is an unavoidable ability that is 100% random. Anub'Rekhan will target a random person within melee range and use Impale on them. Everyone in between Anub'Rekhan and the target will get Impaled as well, so it is important to spread out.

Anub'rekhan Loot Table:
Shield of Assimilation
Webbed Death
Gemmed Wand of Nerubians
Inexorable Sabatons
Pauldrons of Unnatural Death
Sash of the Parlor
Leggings of Atrophy
Sabatons of Sudden Reprisal
Swarm Bindings
Mantle of the Locusts
Corpse Scarab Handguards
Dawnwalkers
Arachnoid Gold Band
Rescinding Grips
Strong-Handed Ring
Seized Beauty
Chains of Adoration
Lost Jewel
Ruthlessness
Heritage
Sand-Worn Band
Thunderstorm Amulet
Fool's Trial

Grand Widow Faerlina: Grand Widow Faerlina is the second boss in the Arachnid Quarter of Naxxramas. This fight requires two tanks and DPS that actually pay attention. The main strategy for Faerlina is when she goes enraged you will need to Mind Control a Naxxramas Worshipper and use Widow's Embrace to Un-enrage her.

Video Strategy of Grand Widow Faerlina

Abilities

Poison Bolt Volley: Shoots poison at all enemies, inflicting 3,375 to 4,125 Nature damage, then additional damage every 2 sec for 8 sec.

My Advice: Unavoidable damage, cleanse the DoT effect.

Rain of Fire: Calls down a molten rain, burning all enemies in a selected area for 3,700 to 4,300 Fire damage every 2 sec for 6 sec.

My Advice: Get the frig out of it.

Frenzy: Increases the casters attack speed by 75% and the Physical damage it deals by 150 for 30min.

My Advice: Faerlina will go into a Frenzy every 60-80 seconds. When she goes into a Frenzy you have to kill a Naxxramas Worshipper to remove the effect. The Worshipper needs to be close to Faerlina to guarantee it dispells it.

Fireball: (Cast by Naxxramas Worshippers) Fireball does 2475 to 3025 damage to the target.

My Advice: Faerlina's adds should only ever be casting this at the person tanking them. This damage isn't anything to worry about, just heal through it.

Berserker Charge: Charges at an enemy, knocking it back and inflicting normal damage plus 5100 to 6900.

My Advice: Deal with it, or kill the Followers first.

Silence: Silences nearby enemies, preventing them from casting spells for 6 seconds.

My Advice: The followers will do this occasionally and it will only effect players around them.

Grand Widow Faerlina Loot Table:
Callous-Hearted Gauntlets
Epaulets of the Grieving Servant
Dislocating Handguards
Fire-Scorched Greathelm
Punctilious Bindings
Idol of Worship
Tunic of Prejudice
Widow's Fury
Belt of False Dignity
Totem of Misery
Gloves of Token Respect
Bracers of the Tyrant
Atonement Greaves
Faerlina's Madness
Fool's Trial
Strong-Handed Ring
Lost Jewel
Ruthlessness
Seized Beauty
Thunderstorm Amulet
Chains of Adoration
Sand-Worn Band
Heritage

Maexxna: Maexxna is the third and final boss in the Arachnid Quarter of Naxxramas. The main thing that Maexxna does is every 40 seconds she uses Web Wrap on two random people in the raid which shoots them to the wall. When they are stuck to the wall they can't attack, heal, move or do anything. They also take 2925 to 3575 damage every 2 seconds. When the cocoon is destroyed the player will regain his ability to move, cast and attack.

           Maexxna will also use a Web Spray ability on the raid every 40 seconds. Web Spray will incapacitate everyone for 6 seconds and deal 5,225 to 5,775 nature damage. Maexxna will apply Necrotic Poison to the tank which must be removed immediately after it is applied. Maexxna will also summon spider adds every 40 seconds, These should be disposed of quickly. Maexxna will go enraged at 30%.

Video Strategy for Maexxna

Abilities

Web Wrap: A web tightly wraps around the target, stunning and dealing 2925 to 3575 Nature damage every 2 sec until the web wrap is destroyed.

My Advice: This is the most important ability the boss uses. When someone gets shot to the wall you have to break them out as fast as possible.

Web Spray: Cast every 40 seconds incapacitating everyone for 4 seconds and dealing 5225 to 5775 Nature damage. This ability cannot be resisted.

My Advice: Nothing you can do about this ability, make sure before Web Spray goes off the tank is topped off and loaded up with HoT's. Also if Maexxna is getting low on health its a common strategy to wait until she Web Sprays before bringing her below 30%, thus enraging her.

Poison Shock: Inflicts 4550 to 5850 Nature damage to nearby enemies in front of the caster.

My Advice: As long as Maexxna is turned away from the raid this will only hit the tank. This spell shouldn't be a concern.

Necrotic Poison: Reduces healing by 90% for 30 sec.

My Advice: This needs to be dispelled immediately otherwise the tank dies, then the raid dies.

Frenzy: Increases the caster's attack speed by 50% and the Physical damage it deals by 75% for 10min.

My Advice: If Maexxna is getting low on health its a common strategy to wait until she Web Sprays before bringing her below 30%, thus enraging her.

Maexxna Loot Table:
Mantle of Shattered Kinship
Digested Silken Robes
Undiminished Battleplate
Sinner's Bindings
Matriarch's Spawn
Bindings of the Hapless Prey
The Jawbone
Quivering Tunic
Cowl of the Perished
Distorted Limbs
Wraith Strike
Torn Web Wrapping
Helm of Diminished Pride
Ablative Chitin Girdle
Infectious Skitterer Leggings
Grim Toll
Dying Curse
Forethought Talisman
Aged Winter Cloak
Cloak of Averted Crisis
Shawl of the Old Maid
Defender's Code
Shroud of Luminosity
Cloak of the Shadowed Sun

Plague Quarter

Noth the Plaguebringer: Noth is the first boss in the Plague Quarter and well known for being free loot. The most important thing you have to do for this boss fight is dispell the Curse of the Plaguebringer that he puts on your group. If you don't dispell it, it will spread to your raid killing everyone in it.

           Aside from the curse Noth will summon Plagued Warriors periodically to attack the raid. On Heroic difficulty he will also use Blink, which will port him forward and clear all threat. Give the tank a second to Taunt him then begin DPS again. After 110 seconds Phase two will begin, Noth will teleport up to a balcony and summon adds from the piles of bones around the room. After a few waves of these adds Noth will come back down to the raid and phase one will restart.

Video Strategy for Noth the Plaguebringer

Abilities

Curse of the Plaguebringer: Curses the target with the curse of the Plaguebringer. If the target is not dispelled of the curse, the target will become infected along with all nearby allies in the selected area with the Wrath of the Plaguebringer.

My Advice: This curse is the most important thing to focus on during this encounter. If it is not removed it will quickly spread to everyone in the raid and instantly kill them. Have Druids and Mages decurse this immediately.

Cripple: Increases the time between an enemy's attacks by 100% and its movement by 50%, in addition to reducing its Strength by 50%. Lasts 15 seconds.

My Advice: Dispell it otherwise your DPS is going to go to crap.

Blink: Teleports the caster 20 yards forwards clearing all threat.

My Advice: Noth will do this every 20-30 seconds clearing all agro from everyone in the raid. When he arrives at the end of the blink he will also Cripple everyone around him. Make sure the tank gets to Noth and taunts him before you start DPS again.

Noth The Plaguebringer Loot Table:
Tunic of Masked Suffering
Belt of Potent Chanting
Gloves of the Fallen Wizard
Bands of Impurity
Libram of Radiance
Shoulderguards of Opportunity
Poignant Sabatons
Robes of Mutation
Legguards of the Undisturbed
Accursed Spine
Angry Dead
Crippled Treads
Thrusting Bands
Gauntlets of the Disobedient
Spinning Fate
Fool's Trail
Strong-Handed Ring
Ruthlessness
Chains of Adoration
Lost Jewel
Sand-Worn Band
Thunderstorm Amulet
Heritage
Seized Beauty

Heigan the Unclean: Heigan is the second boss in the Plague Quarter of Naxxramas. Heigan is best known for his unique encounter which requires you to do the "Heigan Dance". It's similar to the Hoola Dance, the main difference being the Heigan Dance has acid that shoots up through the ground and kills you if you do it wrong. Heigan has two phases, one which you will be "Dancing" the other you will be "Busting A Move". The first phase you have 8-9 seconds between each eruption, during phase 2 you will have 2-3 seconds.

           Phase 1 the casters will be standing where you pull Heigan from and pumping out as much damage as possible, the tank and melee will be doing the "Heigan Dance". During phase 2 Heigan will port up to where you pulled him from and quicken the dance. Casters must move off the platform and do the dance with the melee.

           The floor is separated into 4 sections, 1, 2, 3 and 4. You start the fight at 1 then you move to 2, 3 and 4. Once you get to 4 you move backwards to 3, 2 and then 1. This fight is some what complicated if you've never done it before. Below is a picture to show you the encounter better.

Video Strategy of Heigan the Unclean

(Obviously credit for the picture goes to Raid Strats, as it says in the top right corner)

Abilities

Spell Disruption: Hits nearby enemies with a magic disruption effect, decreasing the casting speed of the targets by 300%.

My Advice: Unavoidable, really just have to suck it up and dps through it.

Decrepit Fever: Inflicts 4500 Nature damage every 3 sec and reduces the maximum health of all nearby targets by 50% for 21sec.

My Advice: Dispell this as soon as you see it on someone. If you can manage this then it will not become a problem.

Eruption: A crack in the floor erupts with a torrent of plague, dealing 6650 to 7350 Nature damage to nearby enemies.

My Advice: This is what the actual spell that creates the "Heigan Dance" is called. More information about it is above, you have to avoid this to survive.

Plague Cloud: Inflicts 7500 Nature damage to enemy targets within 21 yards.

My Advice: This ability only happens during phase 2 and will only effect players that try to stand on Heigans platform. To not get yourself killed avoid his platform at all costs.

Heigan The Unclean Loot Table:
Eruption-Scarred Boots
Helm of Pilgrimage
Cryptfiend's Blade
Serene Echoes
Sigil of Awareness
Iron-Spring Jumpers
The Undeath Carrier
Gloves of the Dancing Bear
Bindings of the Decrepit
Legguards of the Apostle
Chestguard of Bitter Charms
Stalk-Skin Belt
Leggings of Colossal Strides
Forethought Talisman
Grim Toll
Aged Winter Cloak
Shawl of the Old Maid
Dying Curse
Shroud of Luminosity
Defender's Code
Cloak of the Shadowed Sun

Loatheb: Loatheb is the final boss in Naxxramas's Plague Quarter. His special mechanic is Necrotic Aura which allows you to heal for 3 seconds every 20 seconds. Loatheb will also summon spores once every 30 seconds. When the spore is destroyed it will buff everyone around it with Fungal Creep, increasing their critical strike chance by 50% and causing them to generate 0 threat. This buff is very important for DPS classes to get and very important tanks do not get it.

           The only other real threat during Loatheb is his "Fake" enrage timer. After 7 minutes he uses Inevitable Doom every 15 seconds, things can get hairy but with the right group it will still be an easy encounter. That's really all you need to know about the encounter, read below for more information on each of the spells he casts.

Video Strategy for Loatheb

Abilities

Necrotic Aura: A wave of necrotic energy fills the room, completely preventing all healing effects for 17 seconds.

My Advice: The best thing for you to do is start to channel the heal when there is about 1 second left on the aura. This will allow you to get your heal off and possible another one before the aura is re applied.

Deathbloom: Inflicts 400 Nature damage every 1 sec for 6 sec, followed by an additional 1500 Nature damage.

My Advice: Dispell it, even if you forget to dispell it, it still isn't much of a threat. It will become a threat if the timer goes past 7 minutes, and Loatheb goes enraged. At that point you need to put on your A game.

Inevitable Doom: Inflicts 5000 shadow damage to nearby enemies after 10 seconds.

My Advice: Unavoidable damage, Shadow Resistance can lower how much you take, you can Ice Block it and Bubble it. A good trick I use on my Paladin is to use Hand of Sacrifice on someone who is about to get blown up by the curse, then bubble. This will reduce damage two people take.

Loatheb Loot Table:
Mantle of the Lost Vanquisher
Mantle of the Lost Protector
Mantle of the Lost Conqueror
Vest of Vitality
The Impossible Dream
Fading Glow
Girdle of Unity
Footwraps of Vile Deceit
Cowl of Innocent Delight
Greaves of Turbulence
The Hand of Nerub
Grotesque Handgrips
Boots of Impetuous Ideals

Construct Quarter

Patchwerk: Patchwerk is the first boss in the Construct Quarter of Naxxramas. This is the only boss in the game where your better tank is the off tank. This fight is best known as a gear check, the tanks need to be able to take a beating, the DPS needs to be able to beat the enrage and healers need to well, heal! The off tank will be keeping agro of Patchwerk while the main tank will have to make sure he is secondary on agro, and second highest health in the raid so he eats the Hateful Strikes. On Heroic difficulty you will need a 3rd tank to eat the 3rd Hateful Strike.

           As a Melee class you should notice the in a slime river near where patchwerk walks that you have to continually dip into to reduce your health so you don't get Hateful Striked. The ranged DPS doesn't have to worry about this since Patchwerk only Hateful Strikes people within melee range.

           Aside from Hateful Strikes Patchwerk doesn't do anything unique.

Video Strategy of Patchwerk

Hateful Strike: Deals 79,000 to 81,000 damage to a threatening target with the highest health within melee range.

My Advice: Like stated earlier have the main tank off tank Patchwerk to get hit with all the Hateful's and the Off Tank main tank Patchwerk to take his regular hits. If a melee gets Hateful Striked, chances are he is going to die.

Frenzy: Increases the casters attack speed by 40% and the Physical damage it deals by 25% for 5min.

My Advice: Patchwerk will use this at 5%, if any cooldowns are up like Last Stand, or other cooldowns that will increase your DPS pop them to help burn down Patchwerk.

Berserk: Increases the caster's attack speed by 150% and all damage it deals by 500% for 5min.

My Advice: After 6 minutes Patchwerk will go enraged if he is not dead. You will be.

Slime Bolt: Shoots poison at an enemy, inflicting Nature damage, then additional damage every 3 sec for 6 sec.

My Advice: This is the ability he will use when he goes enraged. It will shoot poison bolts at everyone in the raid causing massive amounts of damage.

Patchwerk Loot Table:
Boots of Persuasion
Totem of Hex
Sash of Solitude
Split Greathammer
Arrowsong
Boots of Septic Wounds
Fleshless Girdle
Hero's Surrender
Gloves of Calculated Risk
Girdle of Gambit
Surplus Limb
Waistguard of Divine Grace
Libram of Tolerance
Belt of the Tortured
Seized Beauty
Fool's Trail
Ruthlessness
Chains of Adoration
Lost Jewel
Sand-Worn Band
Strong-Handed Ring
Heritage
Thunderstorm Amulet

Grobbulus: Grobbulus is the second boss you will encounter in the Construct Quarter of Naxxramas. Grobbulus will drop a Fart cloud on the ground once every 15 seconds, to avoid this cloud and all others the tank will be kiting Grobbulus around the room clockwise. Also in addition to the Fart cloud Grobbulus drops, he will also put Mutating Injection on a random person in the raid. After 10 seconds the person will be hit with some damage and drop a fart cloud on the ground where he was standing.

           The person who has this debuff needs to run to a isolated part of the room away from the raid and drop the fart cloud somewhere safe. Also Grobbulus will use a ability called Slime Spray. Slime Spray deals damage to anyone 10 yards in front of him, it also will cause a Fallout Slime to spawn, the off tank should hop on the slime asap and the raid should focus on taking it out when it spawns. You should only have one spawn if everyone is doing their job correctly.

Video Strategy for Grobbulus

Additional Note: At 30% Grobbulus will start to use Mutating Injection a lot more frequently, making it a DPS race from here on out.

Abilities

Poison Cloud: A poison cloud appears which grows in the area for 1.25min.

My Advice: As long as Grobbulus is being kited properly this won't be to much of a problem. You can't kite him to fast or to slow otherwise you'll end up running into a Fart cloud or you'll be overwhelmed by fart clouds.

Mutating Injection: Injects a target with a mutagen that creates a poison cloud after 10 seconds.

My Advice: This disease will cause you to make a fart cloud of your own. What you need to do is run somewhere secluded and wait for the debuff to drop the fart cloud. After it's dropped you can return to Grobbulus and start DPS again.

Slime Spray: Slime sprays out, dealing 11875 to 13125 Nature damage to enemies in front of Grobbulus. Enemies hit by Slime Spray summon a Fallout Slime.

My Advice: This attack should only ever be hitting the main tank. When the Fallout Slime spawns have the off tank hop on the slime and have the raid quickly burn it down.

Berserk: Increases the caster's attack speed by 150% and all damage done by 500% for 5min.

My Advice: Grobbulus will Enrage after 12 minutes.

Grobbulus Loot Table:
Twilight Mist
Desecrated Past
Cowl of Vanity
Spaulders of Incoherence
Sympathetic Amice
Girdle of Chivalry
Slime Stream Bands
Mantle of the Fatigued Sage
Fallout Impervious Tunic
Origin of Nightmares
Plague Igniter
Bracers of Liberation
Chestguard of the Exhausted
Tunic of Indulgence
Depraved Linked Belt
Grim Toll
Forethought Talisman
Aged Winter Cloak
Shawl of the Old Maid
Cloak of the Shadowed Sun
Shroud of Luminosity
Cloak of Averted Crisis
Defender's Code
Dying Curse

Gluth: Gluth is the third boss in the Construct Quarter of Naxxramas. This fight requires someone in your raid to be good at kiting. It also requires at least two tanks with the ability to coordinate with each other. The tanks will need to taunt off each other once one reaches 5 stacks of Mortal Wounds. Also someone in the raid will have to kite around the zombies that come out of the grates during the encounter.

           During phase 2 of this fight Gluth will decrease everyone in the raids HP to 5%, he will also decrease the zombies health to 5%. After he casts this spell the zombies that are being kited will start to run towards Gluth. If a zombie reaches Gluth he will regain 5% of his health. All of the dps classes should focus on slowing and killing the zombies as fast as possible. After you kill all of the zombies phase 1 will start again.

Video Strategy of Gluth

Abilities

Mortal Wound: A punishing blow strikes the target, reducing the effectiveness of healing spells by 10%.

My Advice: Only the tanks have to worry about this debuff, in order to counter it, when one tank reaches 5 stacks have the other tank taunt off of him. Then once the other tank reaches 5 stacks taunt back off of him.

Enrage: Decreases the time between your attacks by 25% for 8 seconds.

My Advice: During the fight Gluth will go Enraged a few times, it can be removed with a hunters Tranq shot or Rogues Anesthetic Poison.

Berserk: Increases the caster's attack speed by 150% and all damage done by 500% for 5min.

My Advice: Gluth will enrage after 8 minutes.

Loot:
Everything that doesn't come from KT/Sapph

Thaddius: Thaddius is the fourth and lost boss of the Construct Quarter of Naxxramas. When you start the encounter you will have to kill Feugen and Stalagg simultaneously. They also must die within 5 seconds of each other, otherwise one will resurrect and you'll have to start all over. After both of Thaddius's adds are killed Thaddius will become attackable and engage the raid.

           The Thaddius encounter has a similar mechanic to the first boss in Mechanar on Heroic. Basically you have to have the raid split up into two halves. One goes to the right on one goes to the left, usually its Plus to the Right and Minus to the Left. Obviously different people will use different strategies, that's why you have to listen on vent!

           Stack on top of each other to make sure everyone gets the buff. Make sure someone in the raid is calling out the Polarity Shift and when it happens have anyone on the left side that gets a positive charge run clockwise around Thaddius and anyone on the right who gets a Negative charge run Counter clockwise. If you both try to run in the same direction you'll wind up zapping each other.

           This encounter requires you to master this pattern. Without everyone having the rotation mastered you're going to be giving the "Facepalm Technique" a good work out.

Video Strategy of Thaddius

Abilities

Stalagg's Abilities:

Power Surge: Increase the caster's attack speed by 200% for 10 sec.

My Advice: Heal through it, pop a health stone, pot or cooldown if need be.

Magnetic Pull: Pulls an enemy from the opposite platform to the caster.

My Advice: Every 30 seconds Stalagg and Feugen will switch tanks with this ability, switching threat as well.

Feugen's Abilities:

Static Field: Deals 3500 Nature damage to all nearby enemy targets.

My Advice: Have melee DPS on Stalagg and Ranged DPS on Feugen to counter this

Thaddius's Abilities:

Polarity Shift: Places ether a Negative or Positive Charge to all nearby enemy targets. Players near each other with the same charge type will increase each others damage dealt. Players near other players with the opposite charge type deal damage to nearby raid members.

My Advice: Thaddius's main move, just do the strategy I said and you won't have any trouble.

Chain Lightning: Strikes an enemy with a lightning bolt that arcs to another nearby enemy. The spell affects up to 8 targets, inflicting greater nature damage to each successive target.

My Advice: Heal the damage that is dealt, otherwise this is normal

Ball Lightning: Inflicts 17500 to 22500 Nature damage to the enemy target.

My Advice: This will only happen if there is no one in Thaddius's melee range, Solution don't let anyone leave melee range.

Berserk: Increases the caster's attack speed by 150% and all damage done by 500% for 5min.

My Advice: Thaddius will enrage after 6 minutes.

Thaddius Loot Table:
Legplates of the Lost Vanquisher
Legplates of the Lost Protector
Legplates of the Lost Conqueror
Wraps of the Persecuted
Spire of Sunset
Headpiece of Fungal Boom
Cincture of Polarity
Faceguard of the Succumbed
Pauldrons of the Abandoned
Cover of Silence
Riveted Abomination Leggings
Sabatons of Endurance
Benefactor's Gauntlets

Military Quarter

Instructor Razuvious: Instructor Razuvious is the first boss in the Military Quarter. This fight requires that you have at least 2 priests. At the very start of the fight the priests will need to cast Mind Control on the Death knight Understudies. The priests will need to form a good rotation of taunts to keep Bone Shield up on their tanks. Every 19 seconds one tank will need to taunt and pop Bone Shield to allow the other tanks Bone Shield to cooldown.

           When the second tank taunts Razuvious off the first one, the first priest release his pet and re-mind control him. This will make it so the Mind Control wont break in the middle of you tanking Razuvious. Rinse and repeat this to kill him.

Additional Note: You'll want healers to be focusing on healing the Death knight Understudies as they tank Razuvious.

Video Strategy of Instructor Razuvious

Abilities

Death knight Understudy:

Blood Strike: Inflicts 50% Weapon damage to an enemy target.

My Advice: Spam it every time it is up.

Taunt: Taunts the target to attack you.

My Advice: Only use this ability right when you engage Razuvious and to pull Razuvious off the other tank when his Bone Shield runs out.

Bone Barrier: Reduces the Physical and magical damage taken by the caster by 75% for 20 sec.

My Advice: This is the bread and butter of this fight. You need to make sure the person that is tanking Razuvious has it up at all times.

Hopeless: Increases the damage dealt by nearby Death Knight Understudies by 5000%.

My Advice: It also increases the damage you deal to them by 5000%, You're gonna be seeing some really big numbers. This debuff triggers after Razuvious dies.

Instructor Razuvious:

Unbalancing Strike: Inflicts 350% weapon damage and leaves the target unbalanced, reducing their defense skill by 100 for 6 sec.

My Advice: Nothing to worry about, just heal the tanks.

Jagged Knife: Hurls a dagger at an enemy, inflicting 5088 to 5912 Physical damage immediately and 2000 damage every 1sec for 5sec.

My Advice: He will hit a random person in his Line of Site with this ability, when someone is hit with it top him off and throw a few HoT's on him.

Disrupting Shout: Scream fiercely dealing 4275 to 4725 Physical damage to nearby enemies.

My Advice: Heal.

Instructor Razuvious Loot Table:
Girdle of Recuperation
Boots of Forlorn Wishes
Legplates of Double Strikes
Chestpiece of Suspicion
Bracers of the Unholy Knight
Faithful Steel Sabatons
Esteemed Bindings
Idol of the Shooting Star
Bindings of the Expansive Mind
Bands of Mutual Respect
Gauntlets of Guiding Touch
Totem of Dueling
Shoulderpads of Secret Arts
Girdle of Razuvious
Spaulders of Egotism
Strong-Handed Ring
Fool's Trial
Chains of Adoration
Heritage
Ruthlessness
Lost Jewel
Sand-Worn Band
Seized Beauty
Thunderstorm Amulet

Gothik the Harvester: Gothik the Harvester is the second boss in the Military Quarter of Naxxramas. Gothik's encounter is a DPS race, the raid must start off by splitting into two. Half the raid will go to the Living side and the other half will go to the Undead side. For the first 4 minutes and 30 seconds of the fight Gothik will only spawn adds on the Live side, when you kill an add on the Live side an add will spawn on the Undead side.

           This pattern will go on for 4 minutes and 4 seconds, then Gothik will spawn the last wave of adds. 30 seconds after that Gothik will teleport himself to the Undead side, At this time you'll have to pump out as much DPS as possible. Every 10 or so seconds he will switch between the Living and Undead sides. Both groups have to put out as much DPS as possible before he switches sides. Once he reaches 30% the gate separating both groups will open and everyone will be able to fight Gothik.

Video Strategy of Gothik the Harvester

Abilities

Shadow Bolt: Hurls a bolt of dark magic at an enemy, inflicting Shadow damage.

My Advice: Will use this on the person at the top of his threat meter every second. It will deal 4500 to 5500 Shadow damage. This is just normal damage for an encounter, nothing to freak out over.

Harvest Soul: Reduce all stats by 10% for 1min. Stacks up to 9 times.

My Advice: Gothik will start to cast this every 15 seconds at the start of phase 2. If it gets to 9 its practically a wipe.

Gothik the Harvester Loot Table:
Idol of Awakening
Shackled Cinch
Hood of the Exodus
Bindings of Yearning
Burdened Shoulderplates
Touch of Horror
Libram of Resurgence
Bracers of Unrelenting Attack
Helm of Vital Protection
Leggings of Fleeting Moments
Life and Death
Leggings of Failed Escape
Abetment Bracers
Gothik's Cowl
Helm of Unleashed Fury
Forethought Talisman
Cloak of Averted Crisis
Grim Toll
Aged Winter Cloak
Shawl of the Old Maid
Defender's Code
Dying Curse
Cloak of the Shadowed Sun
Shroud of Luminosity

The Four Horsemen: The Four Horsemen are the final boss of the Military Quarter of Naxxramas. The Four Horsemen encounter is very unique, the bosses start out in the middle of the room on a platform. When any of the four horsemen are engaged they will all run to separate corners of the room. There must be a tank there ready to engage them otherwise they will use an ability that will deal massive damage to the raid.

Each of the Four Horseman have a unique strategy that must be followed in order to beat them, below is a list of these strategies.

Thane Korth'azz: Thane and Rivendare are both very similar and very different from each other. These two need to be tanking in the two bottom corners of the room, and switched every 3 stacks. For Thane you will need to have everyone standing on his side to stack up on each other, this will make it so his meteor ability wont instantly kill the tank.

Baron Rivendare: Rivendare is similar to Thane, the main difference being that everyone needs to stand away from the tank, since Baron Rivendare cleaves. Once you reach the 3rd stack of Baron's mark the two tanks will need to switch bosses.

Sir Zeliek: This guy requires you to be a little more coordinated then Baron and Thane. This boss cannot move from the corner he is in and requires that someone is in range of him. If no one is in range he will unleash massive AoE damage to the whole raid. Another person will also be tanking Lady Blaumeux from ranged. Similar to Rivendare and Korth'azz once you get 3 stacks you will need to switch bosses with the other person so the mark doesn't kill you.

Lady Blaumeux: Lady Blaumeux requires a ranged tank as well, similar to Zeliek. Lady Blaumeux will summon a void zone that deals 4250 shadow damage every second you're in it. It is important that you are constantly moving around to avoid these zones. Similar to Zeliek if no one is in range she will unleash massive AoE damage to the whole raid. Once you get 3 stacks of Lady Blaumeux's Mark you will need to switch bosses with the other ranged tank.

           Thane or Rivendare will die first, after you've killed one of them all the DPS moves over to the other side and helps kill whom ever is left alive. The tanks will still need to switch even after one of them is dead. This will prevent any tank from being killed by the marks. After the two horsemen that need tanks are dead the raid moves on to Blaumeux and Zeliek.

           This fight is one of the most technical boss fights in Naxxramas. With a little bit of practice and everyone in the raid knowing what they're doing you shouldn't have a problem.

Video Strategy of The Four Horsemen

Abilities

Thane Korth'azz:

Mark of Korth'azz: Inflicts damage on all nearby enemies and leaves a mark. The damage inflicted is increased by the number of mark stacks on the enemy.

My Advice: As explained in the strategy for the encounter, when you reach 3 marks switch with the person who is tanking Baron Rivendare.

Meteor: Deals 47500 to 52500 Fire damage, split between all enemies within 8 yards of the impact crater

My Advice: Have everyone stack up on each other to avoid the Meteor killing someone.

Baron Rivendare:

Mark of Rivendare: Inflicts damage on all nearby enemies and leaves a mark. The damage inflicted is increased by the number of mark stacks on the enemy.

My Advice: As explained in the strategy for the encounter, when you reach 3 marks switch with the person who is tanking Thane Korth'azz.

Unholy Shadow: Shadow Energy lashes out, inflicting 4500 to 5500 Shadow damage and a further 1500 damage every 1 second for 8 seconds.

My Advice: Every 15 seconds Baron Rivendare will use this ability on the tank. Or the person highest on his threat list which should be the tank. Nothing you can do about it, just heal through it and dispell the DoT.

Sir Zeleik:

Mark of Zeliek: Inflicts damage on all nearby enemies and leaves a mark. The damage inflicted is increased by the number of mark stacks on the enemy.

My Advice: As explained in the strategy for the encounter, when you reach 3 marks switch with the person who is tanking Lady Blaumeux.

Holy Bolt: Hurls a bolt of light magic at an enemy, inflicting 8483 to 9517 Holy damage.

My Advice: Primary attack of Sir Zeleik, he will always use it on the person closest to him.

Holy Wrath: Sends bolts of holy power in all directions causing 2700 to 3300 Holy damage to the target and other nearby targets. Increases damage done by 50% for each target it jumps too.

My Advice: Don't stand close to one another.

Condemnation: Lashes out at every enemy inflicting 5655 to 6345 Holy Damage.

My Advice: He will use this when no one is within 45 yards of him.

Lady Blaumeux:

Mark of Blaumeux: Inflicts damage on all nearby enemies and leaves a mark. The damage inflicted is increased by the number of mark stacks on the enemy.

My Advice: As explained in the strategy for the encounter, when you reach 3 marks switch with the person who is tanking Sir Zeleik.

Shadow Bolt: Hurls a bolt of dark magic at an enemy, inflicting 8483 to 9517 Shadow Damage.

My Advice: Primary attack of Lady Blaumeux, she will always use it on the person closest to him.

Void Zone: Summons a Void Zone that deals shadow damage to enemies within it. Does 2750 damage to anyone in it every second.

My Advice: Don't stand in it.

Unyielding Pain: Dark Magic lashes out at every enemy, inflicting 5,655 to 6,345 shadow damage.

My Advice: He will use this when no one is within 45 yards of her, so make sure someone is always within her range.

The Four Horsemen Loot:
Breastplate of the Lost Vanquisher
Breastplate of the Lost Conqueror
Breastplate of the Lost Protector
Gloves of Peaceful Death
Urn of Lost Memories
Helm of the Grave
Broken Promise
Damnation
Final Voyage
Leggings of Voracious Shadows
Mantle of the Corrupted
Armageddon
Zeliek's Gauntlets

Sapphiron: Sapphrion is the second to last boss in Naxxramas. The tank should pick Sapphrion up and point him towards the door to Kel'thuzad's chamber. Everyone else should get on one side of Sapphiron and Melee should stack up on his hind leg. Sapphiron will use blizzard which anyone stuck in will need to move out of quickly. He will also put a Life Drain curse on people which you will need to decurse immediately.

           During Phase 2 Sapphiron will take to the air and will no longer use Life Drain or Blizzard on the raid. Make sure to top everyone off as well, so they can take the hit of a Frost Bolt. Sapphiron will use Frost Bolt on a random person in the raid, when they're hit by it they will become an Ice block. Players should gather around him After Sapphiron casts 3 Ice Bolts he will emote "Sapphiron takes a deep breath". 7 seconds later he will use Frost Breath in the middle of the room, in order to avoid it players must be standing behind another player that is Ice Blocked.

           After Sapphiron uses Frost Breath he will land and restart phase 1. Sapphiron will no longer go into the air if he is at 10% or lower HP. Also additional information, phase 1 lasts 45 seconds.

Video Strategy of Sapphiron

Sapphiron's Abilities:

Frost Aura: Deals 1600 frost damage every 2 seconds.

My Advice: Nothing you can do besides have frost resistance.

Cleave: Inflicts normal damage plus 50 to an enemy and it's nearest allies. Affects up to 10 targets.

My Advice: Only have the tank standing in front of Sapphiron.

Tail Sweep: Inflicts 2188 to 2812 damage on enemies in a cone behind the caster, knocking them back.

My Advice: Don't stand near the tail.

Life Drain: Drains 4500 to 5500 health and heals Sapphiron for 4376 to 5624 every 3 seconds for 12 seconds.

My Advice: Sapphrion will put this curse on 5 random players every 24 seconds. It needs to be quickly decursed.

Chill: Inflicts 5500 to 6400 Frost damage every 2 seconds and slows movement speed by 50% to enemies in the area of the effect.

My Advice: This is the Blizzard ability Sapphiron will use. It will circle around the room, just get out of it.

Berserk: Increases the caster's attack and movement speeds by 150% and all damage it deals by 500% for 5min. Also grants immunity to taunt effects.

My Advice: Enrage timer is 15 minutes, if you take too long you're dead.

Phase 2:

Icebolt: Encases the target in a solid block of ice, stunning the target and dealing 7,125 to 7875 Frost damage to the target and nearby enemies.

My Advice: Players who are hit by Icebolt will become entrapped in ice, protecting players behind them for frost breath.

Frost Breath: Inflicts 112,500 to 187,000 Frost damage to all nearby enemies.

My Advice: Stand behind a Iceblock'd player or die.

Sapphiron Loot Table:
Heroic Key to the Focusing Iris
Soul of the Dead
Ring of Decaying Beauty
Murder
Legguards of the Boneyard
Cosmic Lights
Legwraps of the Defeated Dragon
Ceaseless Pity
Sympathy
Breastplate of Frozen Pain
Rune of Repulsion
Gatekeeper
Extract of Necromantic Power
Icy Blast Amulet
Boots of the Great Costruct
Gloves of Grandeur
Bandit's Insignia
Noble Birthright Pauldrons
Bone-Inlaid Legguards
Platehelm of the Great Wyrm
Gloves of Fast Reactions

Kel'Thuzad: Kel'Thuzad is the final boss of Naxxramas. During phase 1 everyone will need to move to the center of the room. During this phase Kel'Thuzad will send adds out to attack you, below is a list of what each person should be doing.

Phase 1: 3:48 (Three Minutes forty eight seconds in length)

Ranged DPS: During phase 1 ranged DPS will need to focus on killing the Soldiers of the Frozen Wastes before they get to the center and also kill the Soul Weavers. When the Soldiers of Frozen Wastes die they will exploding, damaging everyone around them for 3 to 4k damage. The Soul Weavers will do 4 - 5k damage and knock anyone back in melee range so you're the only ones who should be attacking them.

Melee DPS: You will be helping the tanks on the Abominations.

Tanks: You will be picking up the Abominations as they come to the group.

Healers: Keep everyone alive, main focus being tanks.

Phase 2:

           During Phase 2 Kel'Thuzad will awaken. The tank must quickly pick him up while the DPS finish's off any of the remaining adds. After all of the adds are dead everyone can switch to KT. Have everyone on KT spread out, pretend KT is a box and have melee at 3 corners and the tank at the 4th. No one is able to stand near the tank.

           Melee will need to interrupt KT's single Frostbolt ability, which he will try and cast every couple of seconds. Kel'Thuzad will also use a Frostbolt AoE which will hit the whole raid. You can't avoid this and you have to just eat it and heal through it. Kel'Thuzad will also place a Shadow Fissure underneath a random player in the raid. the fissure will be "inactive" for 3 seconds, after 3 seconds pass it will activate and shoot a purple beam up killing anyone in it.

           KT will also place a debuff on Mana users called Detonate Mana. After 4 seconds it will consume half of the players mana and explode, dealing damage to everyone around him based on how much mana it consumed. His final move during phase 2 is Frost Blast. Frost Blast will freeze a random player and anyone within 10 yards of him into an Ice Block. They will take 104% of their maximum hitpoints over 4 seconds. The player will need heals quickly in order to survive.

Heroic Addition: In 25man Naxx Kel'Thuzad will also use the Chains of Kel'Thuzad ability on up to 3 players. This ability will Mind Control them increasing their size and damage by 200%. The mind controlled players will try to buff and heal Kel'Thuzad. They should be quickly CC'd and not killed.

Phase 3:

           At 45% health Kel'Thuzad will call for help summoning 4 Guardians of Icecrown. When Phase 3 starts the fight becomes a DPS race. The off tank will need to tank the 4 Guardians of Icecrown while everyone burns KT. The Guardians of Icecrown will apply a buff that increases their damage by 15% each time it's applied and it stacks.

           Due to the amount of HP they have they can't be focused and burned down before KT.

Video Strategy of Kel'Thuzad

Kel'Thuzad's Abilities:

Phase 1:

Mortal Wound: Inflicts 150% weapon damage and reduces healing received by 10% for 15 seconds.

My Advice: The Abominations will use this on who ever is tanking them. Not much to worry about, but make sure the main tank doesn't have any before engaging Kel'Thuzad. Alternate tanks to avoid stacking Mortal Wound too high.

Wail of Souls: Inflicts 6375 to 8625 Shadow damage and knocks back enemies in front of the caster.

My Advice: The Soul Weavers will use this if anyone gets into their melee range. So, don't get into their melee range.

Phase 2:

Frostbolt: Inflicts 29250 to 30750 Frost damage to an enemy and reduces it's movement speed by 50% for 4 seconds.

My Advice: This Frostbolt is the one used on the main tank. Melee will need to Interrupt this as much as possible if not always.

Frostbolt: Inflicts Frost damage to nearby enemies, reducing their movement speed by 4 seconds.

My Advice: This Frostbolt is used against the whole raid. It will hit the raid for 4,500 to 5,500. It's fully resistable and your only options are to eat it and heal through it.

Shadow Fissure: Summons a Shadow Fissure on a nearby enemy player.

My Advice: The Shadow Fissure will remain "Inactive" for 3 seconds. After 3 seconds it will activate shooting a purple beam up and killing anyone in it. Solution, Move out of it.

Detonate Mana: Destroys a portion of the target's mana, causing damage to enemies around the target based upon the amount of mana destroyed.

My Advice: After 5 seconds you will explode. The debuff will take half your mana and deal an equal amount of damage to everyone around you.

Frost Blast: Stuns the target, dealing 26% of the target's maximum health in Frost damage every second for 4 seconds.

My Advice: Heal the person, quickly. Also be sure to spread out so no one else gets hit by Frost Blast.

Chains of Kel'Thuzad: Kel'thuzad will randomly mind control 3 players increasing their size and damage by 200%.

My Advice: The player will get bigger, his name will turn red and he will try to buff and heal Kel'Thuzad. You must CC this player, do not kill him.

Phase 3:

Blood Tap: Deals 125% weapon damage and increases damage dealt by 15%

My Advice: The Guardians of Icecrown will use this during phase 3. It's a DPS race to kill Kel'Thuzad before they get too many stacks of this and wipe the raid.

Kel'thuzad Loot Table:
Crown of the Lost Vanquisher
Crown of the Lost Protector
Crown of the Lost Conqueror
Drape of the Deadly Foe
Last Laugh
Leggings of Mortal Arrogance
Torch of Holy Fire
Journey's End
Cape of the Unworthy Wizard
The Turning Tide
Calamity's Grasp
Wall of Terror
Boundless Ambition
Voice of Reason
Betrayer of Humanity
Envoy of Mortality
Sinister Revenge

 

 

 

                               

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