Archive for the 'Naxx 25 Strats' Category

17
Apr
09

Friday Strats – Maexxna

So I’ve been sitting here pondering what to do.  3.1 finally hit on Tuesday and I had been wondering all week long whether or not I should be start on strats for those fights or complete Naxxramas.  After thinking about it, i decided I’d finish up Spider Wing, wait an extra week to get some more fights under my belt and see what strats others have come up with and then begin the Ulduar Friday strats.  Besides, not everybody is in Ulduar yet, right?  So let’s get this show on the road and finish up spider wing with this honking bag of ugly, Maexxna.

Eight legs equals four hugs!

Eight legs equals four hugs!

The Prep

Maexxna has a web wrap ability that will send random people flying to the western wall of the room, so you’ll want to set a couple dps and a couple healers on that side in order to ensure that they can be freed and get heals when necessary.  When deciding who to put on the MT, you’ll want to look at druids as a more attractive option due to their HoTs, but a priest can be viable as well.  You’ll want the MT to position her facing away from the raid as, like most bosses, she has frontal damage sprays.  Other than those assignments, simply buff up, run in and start squishing spiders.

The Fight

The fight itself is not too rough except for some key spots.  Starting at the 20 second mark then going every 40 seconds after that, Maexxna will web wrap two people, sending them off to the western wall.  You’ll need dps to pop them out quickly because they’ll be taking up to 3k in nature damage every 2 seconds.  The wraps themselves have about 15k in health and the players can be healed while they’re encased.  Starting at 30 seconds and every 40 seconds after that, she’ll also summon 8 spiderlings who will run around and randomly aggro people.  They only deal 2k damage to cloth and are more annoying than dangerous, but make sure you have a dps class ready to round them up and burn them down quickly.

Maexxna herself doesn’t hit extremely hard, but she has a couple of abilities that can easily kill the tank if your raid is not careful.  She will occasionally cast either Poison Shock or Necrotic Poison.  Necrotic Poison is a poison effect that reduces healing done to the target by 90%.  She will cast this on random melee in front of her, so the only person getting hit with this should be the tank.  You must cleanse this asap in order to keep him up.  Her other ability, Poison Shock, is a frontal cone blast that will deal up to 5k in damage to all players in front of her.  Again, the only person getting hit by this should be the tank.

Her main raid killing ability is going to be her Web Spray.  Every 40 seconds she casts this spell which will incapacitate the entire raid for 6 seconds and deal up to 2800 nature damage to them.  The tank will also get hit with this, so right before he gets wrapped up, hit him with as many HoTs as you can and anything that can mitigate or slow damage.  Also make sure all spiderlings are cleaned up before the spray hits or they might just kill someone before everyone breaks free again.

At 30% she’ll frenzy, increasing her damage by 75% and her haste by 50%.  A good strategy for this is to completely stop dps on her once she hits about 33% and wait for her to cast Web Spray.  Once everyone comes back from that, have dps blow cooldowns and try to burn her down as quickly as possible in order to avoid her web spraying again while she’s frenzied.  If it looks like you’re going to get a frenzied web spray, the tank needs to pop all defensive cooldowns and healers need to use all their “oh shit” buttons before web spray hits or she will most likely kill the tank and wipe the raid.  You should also have an emergency back up tank in case the first one goes down in order to pick her up if the raid survives Web Spray.  A guild with strong healers and a very well geared tank can survive the frenzied web spray, but it won’t be easy.

As a healer, your main job will be to watch for web wrap victims and to counter the occasional raid damage of spiderlings.  if you have any sort of HoT, regardless of what your assignment is, put it on the tank before web spray.  He won’t be taking a crazy amount of damage unless Maexxna is frenzied, but there’s no reason not to help in this case.  Priests may want to throw a shield up right before the spray as well.  This fight shouldn’t take longer than three minutes.

The Loot

Digested Silken Robes – The only thing keeping these robes from being BiS for holy and hit capped shadow priests is the lack of gem slots.  I would still rank these in the top three or four robes you can find.  Disc priests, as usual, will want to look for something that spends more of the item budget on stats besides spirit.

Distorted Limbs – I would almost write the same thing for these pants as I did for the robes.  These are extremely nice, although I prefer crit as a holy priest, but don’t let the haste hold you back if these are an upgrade.

Matriarch’s Spawn – Possibly the coolest looking off hand item you can find, I would argue that this item is BiS as an off hand for holy or hit capped shadow unless you’re just desperate for crit.  Sorry Disc priests, no non spirit caster gear here, but pick it up anyways if you need an upgrade, just be prepared to replace it later on.

And we now wrap it up for Spider Wing.  Three wings down, but who knows when we’ll return to Naxx?  Next week we begin on the newest raid in the game, Ulduar, so prepare yourself, my friends, for the Flame Leviathan!

-Dueg

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10
Apr
09

Friday Strats – Grand Widow Faerlina

I just want to be loved

I just want to be loved

The second boss of Spider Wing, Grand Widow Faerlina is going to be another fight where having a priest at hand will most definitely improve your chances of victory.  Though not necessary with better geared guilds, you will need a priest’s Mind Control spell once again to be able to effectively down Faerlina.  So let’s get straight to it.

The Prep

You’ll want to assign one priest as your Mind Controller before the pull.  Faerlina will come with 6 adds, four Naxxramas Worshippers and two Naxxramas Followers.  Make sure you assign a couple of off tanks to pull the Worshippers to a visible location for Mind Control purposes.  Some guilds will have their mages simply sheep the Worshippers, so make sure you have an order set for MC so that they’re not all sheeped when time comes to grab one.  The Followers have an AoE silence ability, so the second off tank should pull them away from casters and have them burnt down asap to avoid complications.  Once assignments have gone out, simply buff up and pull.

The Fight

Faerlina herself will not be overly difficult to begin with.  She’ll cast a poison DoT on the ten closest players that deals up to 4,125 damage initially then 2,000 nature damage every two seconds after that.  This effect is dispellable for any class that can remove poison effects.  She’ll also randomly cast Rain of Fire on any one player in the raid which is an AoE spell dealing up to 4300 fire damage every two seconds in and eight yard radius around the effected player.  If you have your spell detail turned all the way down, you will not see the ground effect indicating you’ve been hit by this, so be aware if you start taking damage and are not poisoned.

After about 60 seconds, Faerlina will cast Frenzy on herself which increases her damage by 150% and haste her melee attacks by 50%.  This can quite easily kill a tank in a few seconds.  The trick here is to have a priest Mind Control one of the Worshippers, walk him over to her and use the Widow’s Embrace ability.  This is an AoE effect that will keep her from entering Frenzy or cancel it if she already has.  The Worshipper has a couple of other abilities, but don’t worry about those.  If memory serves me correctly, Widow’s Embrace will be number 5 on the hot bar that comes up, but if anyone can confirm that in the comments, please do so.  Make sure you have the Worshipper right on top of her when you cast the ability to ensure it hits her.  This ability will kill the Worshipper.  The effect only lasts about 30 seconds and you’ll need to hit her with a second Widow’s Embrace before the first ends or else she’ll enter Frenzy again.  You’ll only need two Embraces per Frenzy.

This is pretty much the whole fight.  As a healer, you’ll want to watch for AoE damage and occasional spikes on the dps.  If your priest is slow on the MC (and I’m notorious for that -_-), make sure to have your healers focus on the tank to keep him up while the Worshipper is moved into position.  There’s an achievement for doing the fight without casting Widow’s Embrace on her, which can be done with either a very well geared bear tank and focused heals or with hunters bouncing her back and forth while she’s frenzied.

The Loot

Punctilious Bindings – These are extremely attractive wrist slot items for the average holy or shadow priest.  As with most spirit items, disc priests should look for something with mp5, but don’t be afraid to grab these if they’re an upgrade for you.

Belt of False Dignity – This belt will serve you quite well till you can grab the BiS from Malygos.  All priests should try for these, but disc might find a better one elsewhere.

Faerlina’s Madness – Shadow priests will definitely want to pick this bad boy up if they need the hit rating.  However, with a lack of a meta slot, there are certainly more attractive pieces out there.  Holy and disc should ignore this unless they’re really hurting for epics and no dps need it.

Gloves of Token Respect – Arguably BiS for healing and hit capped priests, these will definitely hold you over until Ulduar.  They’re BoE, so you might be able to grab them from the AH.

And that’s Faerlina.  Like all other fights in Spider Wing, this one will be extremely easy if you keep your wits about you and just focus.  Having the MC element always makes a priest nervous the first few times they’re expected to do it, but since it only takes a few seconds each time, you shouldn’t have to worry about hit cap.  Next week we’ll be finishing up Spider Wing with that big bad spider, Maexxna.

-Dueg

03
Apr
09

Friday Strats – Anub’Rekhan

So I suppose I made a bit of a faux paus last week and said that Spider Wing is almost laughably easy.  Let me correct that since I don’t want people to think you can saunter on in with everyone in greens and expect to start farming purples from this wing, no, it’s just not like that.  However, Spider Wing is the easiest wing in Naxxramas and should be a litmus test for your guild.  If you can’t get through Spider Wing, you’re probably going to struggle tremendously with all of the other encounters in the dungeon.  So it’s best to be prepared, and with that in mind, let’s get started with one of the easiest raid bosses around, Anub’Rekhan:

>8<  Spider Power!

>8< Spider Power!

The Prep

For Anub, you’ll need two tanks, one for him and one for the two adds that come when he’s aggroed.  If you’re having difficulty keeping the add tank up, you might want to consider adding a third tank and having two add tanks to help split the damage.  Once you have tank and healing assignments down, just buff up and run on in.

The Fight

The tank(s) will want to grabb the adds and them pull them off to one side of the room you’re in.  Make sure no one is in front of the Crypt Guards except the tank as they both will cleave up to three targets in front of them, dealing 110% damage to all affected individuals.  They will also start stacking Acid Spit on the tank, which is a DoT dealing nature damage so make sure to burn these guys down before the tank starts taking too much damage.  When they’re low enough on health, they will frenzy, dealing 50% extra damage.

Anub himself is not to rough as a boss, dealing only moderate damage.  His big trick is that he’ll occasionally Impale someone, sending a random raid member and anyone standing even slightly in front or behind him high enough into the air to deal 50% damage to them when they land.  It’s a good idea to spread out slightly to avoid too many people being affected by this, but make sure that you don’t get too close to the add tanks whle the crypt guards are still up.  Anub will occasional summon corpse scarabs from any dead body, player or add, that will aggro random people in the raid and start dealing minimal damage.  The add tank should round these up and have dps AoE them down.  Add corpses summon ten scarabs, player corpses summon five.

After about 80 to 90 seconds, Anub will use an ability called Locust Swarm.  This ability is a form of silence that not only affects, but abilities also which means tanks will be unable to use defensive cooldowns.  It also stacks a dot on anyone within a 30 yard radius, so people need to make sure they move away from Anub during this phase.  Every time he casts this spell, a new crypt guard will spawn, so the raid should move to the designated pull spot for them and burn it down.  Anub’s run speed will also slow to about 75% while this is in effect, so the tank should kite him in a half circle around the room over to where the raid entered.  The tank should also make sure they don’t run too far around the circle ahead of him, because it might cause Anub to path near the raid silencing and dealing DoT damage to a significant portion of people.  Healers should be able to stand just outside range of locust swarm and hit the tank with heals, but will want to use instant heals to make sure Anub doesn’t cut you off mid cast.

Once you have him on the opposite side of the room and Locust Swarm fades, simply return to killing him and repeat as necessary.  Locust swarm is on a 90 second timer and Anub will go into a Beserker Rage after 10 minutes, effectively wiping your raid.  If you are regularly hitting the Beserker timer, your group is not ready for Naxx.  This is not a healing intensive fight, but there will be occasional spike damage, so keep an eye out for that and try to load the tank up on HoTs and shields right before Locust Swarms.

The Loot

Leggings of Atrophy – Possibly one of the best leggings for someone in need of hit, the high SP and Crit ratings will mean that these will be hotly contested amongst dps.  Shadow should definitely pick these up if they get the chance.

Mantle of Locusts – Holy and Shadow priests should go for these bad boys until they can get their hands on the tier token.  Discipline priests can find better stats elsewhere, but shouldn’t ignore these if it’s an upgrade.

Sash of the Parlor – With 22 mp5, this belt is very very attractive to discipline priests who might be looking for that extra bit of efficiency.  Holy and Shadow can find much better options elsewhere.

Gemmed Wand of the Nerubians – This is going to be the wand of choice for most Shadow priests and with the high int and sta, may be a little attractive for disc priests.  Holy priests would only want these for off spec.

This boss will definitely indicate if your raid group is ready to start Naxxramas.  It’s a basic check for awareness and gear and will give you a better idea of where your weak links are.  Any group that knows what they’re doing and is decently geared should be able to do this fight with minimal to no deaths.  Nest week, we’ll continue on down Spider Wing and visit the Grand Widow Faerlina.

-Dueg

20
Mar
09

Friday Strats – Heigan the Unclean

"Dance, you disco ducks, dance!"

"Dance, you disco ducks, dance!"

Ah yes, Heigan the Unclean.  One of the more famous fights in the dungeon, this joker is famous for forcing raiders to do “the dance” as it were.  One of the easier fights in the dungeon, this guys should be absolutely no problem for a halfway competent raider who has decent gear and can adequately judge distance.  So pop on your dancing shoes, gentle jerkwads, cause it’s time to show your raid what you got.

The Prep

When you enter the room, you can squeeze over to the corner directly to the right of the door without pulling aggro.  Heigan will be standing on a platform in the middle of the Northeastern wall.  Make sure to rotate shamans one to a group as it will help enormously later on if they can drop a disease cleansing totem.  Other than that, there’s not much prep, simply buff up and pull.

The Fight

When Heigan is first pulled, all ranged DPS and healers should immediately run up onto his platform.  Heigan has an ability called Spell Disruption which has a 30 yard range and will increase casting time by 300%.  Your tank should try to keep Heigan far enough away that casters aren’t affected by this ability, but close enough that he or she doesn’t range the raid.  You can’t always rely on this however, so learn to love your instant spells in this case.

safety-danceTo the right here you can see a handy dandy chart showing the various safe spots your tank can stand while meleeing Heigan.  After eight to ten seconds of standing in the first spot (which is where your tank should pull to), he’ll cause an eruption in all other parts of the room except the platform.  The eruption ability deals up to 7,350 nature damage to anyone on the very edge and quickly escalates in damage the farther into the explosion you are.  Standing more than a yard in will pretty much guarantee a one shot. 

After the first explosion, the tank must pull Heigan to the next spot.  Make sure that the tank gives enough space for the melee dps to be able to stand out of the next explosion.  The order of the explosions will be 1 – 2 – 3 – 4 – 3 – 2 – 1 – 2, etc, etc.  Heigan has a huge reach (described as “monkey arms” in my guild) so make sure the tank understands that he has to move a fair amount to get Heigan to move.  Heigan will also occasionally randomly cast Decrepit Fever on random targets every three seconds.  This ability deals 3,000 nature damage and reduces hp of all surrounding players by 50%, so remove these as quickly as possible.  This phase is usually referred to as the slow dance.

After 90 seconds of the slow dance, Heigan will teleport to the platform and begin the fast dance portion of the fight.  This is the part that will usually make or break the raid.  All the ranged need to vacate the platform quickly because Heigan will have an AoE Plague Cloud ability up while he’s up there.  This deals 7,500 nature damage every second to anyone on the platform, making it impossible to stand near him without dying. 

A few seconds after teleporting, the dance will begin again with 1 being the first safe zone.  The entire raid will have to dance in the same order as the melee and tank did before, except this time there will only be one second between eruptions, meaning you have to be much quicker.  A safe bet is to run and stop before the next explosion, if you’re not in the middle try running a little farther or a little less depending on how close or far you are from the next lava burst.  You can’t just run straight through though as doing so will result in you overshooting the safe zone and getting smacked. 

Heigan is still targetable and able to take damage during this phase so ranged dps might be able to squeeze off a spell or two while running, but the main idea is to keep yourself alive, so don’t waste too much time trying to dps.  After 45 seconds, Heigan will run back into the raid and begin the slow dance phase all over again.  Wash, rinse, repeat.

As I said, healing is going to be all about your instant cast ability.  Though there is a sweet spot where your tank can stand that you’re still in range, but outside of Heigan’s Spell Disruption ability, you can’t count on him to find that spot every time.  You can try adjusting where you stand on the platform, but be prepared to throw out a PoM or CoH if it’s needed.  During the dance phase, you will most likely not have enough time to cast a healing spell, so try to pop CoH every time it’s up, cast renews while running and even use Holy Nova if a group heal is called for.

The big issue with this fight, of course, is the dance portion.  The most annoying part is that if your guild is good at this fight and you are not, you won’t get more than one chance a week to practice it.  Don’t get discouraged though, once you get the timing down, the fight is really a breeze.  Heigan himself is such a weak boss that just a single tank and healer can probably beat him if they really tried.

The Loot

Heigan’s Putrid Vestments – A very very nice dps robe, this bad boy will most likely last you till you can pick up a BiS item.  Holy and Disc should leave this for their shadow brothers unless no one needs it and they want an off spec item.

Serene Echos – These boots will definitely draw the interest of a Disc or Shadow priest and should be rolled on.  Holy should ignore these in favor of more spirit heavy items, but don’t be afraid to pick them up in order to replace a dungeon blue or green.

So there ya go, that’s Heigan.  A final note: As my good friend Mella pointed out last week, I haven’t exactly been completely honest with the loot portion of my posts.  There are some items of loot that have a chance to drop from almost every boss in the zone and some that drop from a select few bosses.  I’m planning a post to cover those specific loot drops sometime in the future, maybe as a bonus weekend post or something.  Come on back next week when we’ll finish up Plague Wing by putting down Loatheb.

-Dueg

13
Mar
09

Friday Strats – Noth the Plaguebringer

Ah, back into Naxx 25 for a leisurely stroll down Plague Wing.  Considered the second easiest wing of Naxxramas, Plague Wing should be a breeze for most guilds who are even halfway geared for Naxx.  So I will now introduce you to what is commonly thought to be the easiest boss in the end game, Noth the Plaguebringer.

The Sauce is Weak with this One

The Sauce is Weak with this One

The Prep

When you first enter the room, you’ll see Noth wandering aimlessly in the middle looking slightly confused.  Everyone should sneak into the corner just to the right of the door and buff up. When ready to pull, make sure everyone runs out of the corner and stays grouped in the middle.  Random mobs will spawn, so if you’re squishie, make sure you have the safety of the herd around you (Discovery channel ftw).  The main thing to remember is don’t stand near the piles of bones.

The Fight

Now Noth hits relatively lightly and healingthe main tank should not be an issue.  The main problem with Noth’s fight is that he will periodically blink away from the tank and melee dps.  When he does this it will be a complete aggro wipe, so the MT will need a few seconds to re-establish aggro. 

He will also cast Cripple on all those standing in the area he blinked from.  Cripple slows movement speed by 50%, attack speed by 100% and lowers strength by half.  It is very important that this is removed from the tank as quickly as possible so he can get threat back, but all melee dps should have this removed before it runs it’s full time.

He will also randomly cast Curse of the Plaguebringer on 10 raid members.  This absolutely must be decursed within 10 seconds or else the target and all allies within 30 yards will be afflicted with Wrath of the Plaguebringer.  Wrath will deal up to 6,450 shadow damage immediately and then a further 3,850 every two seconds for ten seconds after that.  23,000+ damage over ten seconds will most definitely tax your healers, especially if the raid member drops it in a big group of allies.  Wrath of the Plaguebringer is Noth’s one ability that can very very easily wipe your whole raid, so I can’t stress how important it is for your decursers to be on the ball with this one.

Every thirty seconds he will summon a Plagued Warrior Skeleton from a bone pile.  They can cleave and will quite gladly eat your healers and ranged DPS so have a tank prepared to pick them up.  This is also why it’s good for casters to group up in the middle away from the bone piles as they can get torn up pretty quick if the tank is slow for any reason.

At 1:50 into the fight, Noth will teleport away from the raid to a balcony, become invulnerable and begin to summon waves of skeletons.  The ones to worry about during the first teleport phase are Plagued Champions who have an AoE shock ability that deals up to 3,500 shadow damage on all raid members within 25 yards that they cast quite often.  During the second and third teleport phase, Noth will also summon Plagued Guardians, who also have an AoE ability, but one that deals 6,000 arcane damage.  If your raid can down Noth before the second teleport phase (an easy task for a good raid group) then you won’t see the Plagued Guardians.  After 1:10 of summoning Noth will once more become vulnerable and teleport into the raid.  This resets his teleport timer.

If Noth is not dead by the third teleport phase, he will Enrage when he returns and most likely tear your raid apart, so don’t dawdle.  Other than that, he’s cake.  Make sure tanks stay alert and pick up adds and keep your eyes peeled for raid healing as random adds mean most clothies will take at least a swipe or two.  The key is that magic effects and curses MUST be dispelled as quickly as possible.  It can spell doom rather quickly and any raid who can’t down Noth will have the whole server cracking wise about their mommas very quickly.  Only people with promiscuous mothers fail at Noth, it’s a fact, look it up.

The Loot

Bands of Impurity – A very nice wrist slot item, these bad boys will do quite nicely until you pick up the best in slot ones from Sartharion.  More geared for Holy and Shadow, Disc should pick these up only if they’re replacing a blue or green.

Gloves of the Fallen Wizard – Excellent piece of Shadow gear, definitely pick it up if you’re of the dark side.  Disc and Holy should leave it for deeps or maybe pick it up for off spec if no mains want it.

Robes of Mutation – An awesome entry level robe, this one will put a smile on any spirit loving priest until you can pick up your tier robe.  Disc, you know the drill.

An easy fight, Noth should most definitely not be a problem for a raid that is decently geared even if that gear is mostly dungeon blues and greens.  If your guild is banging it’s head against this wall, you might want to evaluate the members and make sure everyone is doing their part.  Join me next week when we’ll be putting on our dancing shoes, dropping that disco ball, and having a little do-si-do with Heigan the Unclean.

-Dueg

27
Feb
09

Friday Strats – The Four Horsemen

So you’ve managed to Mind Control some understudies and went all emo on Gothik’s ass.  Now comes time to complete military wing and claim all glory due to you and your raid group.  Walk quickly down the hall, make a left and enter the humongous antechamber.  There you’ll find what was once considered the most difficult encounter in the game.  Gentle jerkwads, I present to you, The Four Horsemen:

Thinly veiled allegories FTW

Thinly veiled allegories FTW

The Prep

When you first enter the room you’re going to see all four of the horsemen standing on a raised dais in the center of the room.  Our group will usually hang a tight left and gather in the east corner of the room in order to prepare and pass out healing assignments.  Each compass point must have a tank and a healer assigned to it and they must move into position before the boss is pulled.  Everyone else should remain in the eastern corner.  Once you have everyone in position and buffs are out, you can begin the fight.

A quick note on the compass points: When you enter the room, note where north is on your minimap.  Because the room is all the way in the southeastern corner of the zone and is tilted against the axis, it can become a little confusing when people call out points.  Double check if you have to because if one of the corners becomes empty too soon, it will wipe your raid.

 The Fight

The encounter begins with the four horsemen splitting up and quickly running to the four corners of the room.  Thane Korth’azz will run to the eastern corner, Baron Rivendare to the north, Sir Zeliek to the west and Lady Blaumeux to the south.  Zeliek and Blaumeux will stay in the spot they run to while Rivendare and Korth’azz can move if their target starts shifting around.

All four apply a unique debuff called Mark of (Death Knight casting it) that can stack up to 99 times.  The first time it lands it will do 0 damage, the second it will do 500, the third 1,500, the fourth 4,000, the fifth 12,500, the sixth 20,000 with each subsequent stack doing the previous amount of damage plus an additional 1,000.  Everyone within 45 yards will be hit with this debuff and the damage cannot be resisted although the application of the mark can be.  The marks will last 25 seconds and reduce the threat of anyone hit by 50%.  Blaumeux and Zeliek will cast their marks at the same time and Korth’azz and Rivendare are also on the same timer for marks.  If there is no one in range to receive Zeliek or Blaumeux’s mark then they will begin hitting everyone in the raid with a powerful AoE, wiping the entire raid in seconds.

Thane Korth’azz– Korth’azz is mainly a tank and spank fight except for an ability called Meteor.  He will periodically cast this which does up to 52,500 damage split equally amongst all players in an 8 yard radius.  This ability is a raid killer if you don’t have enough people stacked up on him.  As I stated earlier, our strategy is to have the entire raid stacked up on him.  When he arrives we pop Bloodlust and burn him down as quickly as possible.

Baron Rivendare– Also mainly a melee fight except for a shadow based dot he’ll cast on his primary target called Unholy Shadow.  This will hit for up to 5,500 damage and then tick for an additional 12,000 over 8 seconds and is cast every 15 seconds.  Since the Baron will chase his target, make sure there is a tank there to pick him up at all times so he doesn’t start popping squishies in the raid.

Sir Zeliek– Has a static position so he won’t need a tank per se, but melee needs to be careful because of his abilities.  He can cast Holy Bolt which has a 2 second cast and will deal up to 10,000 holy damage on his closest enemy.  His other ability is the real killer though.  Called Holy Wrath, it deals up to 3,300 damage, but also has a chance to jump to another target within 10 yards, dealing an additional 50% damage with each jump.  He’ll cast it ever 15 seconds and it has the ability to jump infinitely so ranged and casters should spread out and stay away from melee.

Lady Blaumeux– Also a static enemy, she’ll cast Shadow Bolt on the closest enemy, doing up to 9,500 shadow damage.  She’ll also summon a void zone under a random player in range, dealing 4,250 shadow damage per second to anyone standing in it, so keep an eye out and move if one pops under you.  The void zones will last 75 seconds and she will cast multiple ones so try to position yourself near one so they all end up in the same spot.  Like Zeliek, you can get away with having a plate wearer instead of an actual tank as her primary target.

Like I said, I recommend burning down the Thane as quickly as possible in order to get his ability out of the way.  Individually the Death Knights are not that rough, it’s your raid’s ability to watch their marks that’s going to determine how difficult the fight will be.  If your dps is good you should be able to burn down Thane before you reach five marks.  Once that happens, your dps should move to Baron and try to get him down in order to leave you with just the static Death Knights in the back.

Now if Thane isn’t dead then the dps might have to get hit with a fifth mark in order to get him down before you have to switch.  After that, no one should take more than four marks, but I suggest moving once you hit three in order to stay safe.  Should it become imperative to switch between Thane and Rivendare, have the tanks move to the middle, taunt off of each other and then return the bosses to their proper corners.  Be careful though, if a tank is left alone within melee range of the Thane then he will almost definitely be one shotted by Meteor. 

The key to this fight is communication.  Each corner needs a healer at all times so make sure that if you’re moving from a spot you call out that someone needs to come replace you.  You can move to the raised dais in order to continue healing and not get hit by a mark, but you will lose line of sight of some people, so don’t rely on that.  Other than that, the main thing to watch is for void zones as they can kill you quickly if you’re not paying attention. 

This fight is not terribly taxing on a healer as long as you’re alert.  Also, don’t tunnel vision when you’re moving from one spot to another as healers running past you will most likely need some healery action themselves.

The Loot

Once all four are down a chest will spawn on their original pull spot and you can loot it for your badges and the following priest friendly items:

Urn of Lost Memories – Very nice off hand frill for a Disc priest and definitely up on the list for Holy if you can’t find one with spirit.  Obviously with the extra mp5, it’s more of a healer item, but shadow can definitely use it if they’re looking for a decent off hand item.

Mantle of the Corrupted – This item is really more of a mage piece, but if you’re still wearing dungeon blues, will be a nice upgrade for shadow.  Holy and Disc should leave this for dps unless they’re looking to build an off set.

Damnation – Coolest.  Staff.  Ever.  There are better staffs in the game, but this one is definitely worth picking up for either Holy or Shadow spec.  You will have competition though as this is also nice for druids and warlocks.

Breastplate of the Lost Conqueror – This is the token for our tier 7.5 chest piece.  Your tier gear is not necessarily the best in slot automatically, but it’s definitely in the top three.  It’s more skewed towards Holy spec though, so Disc priests might want to look elsewhere.  There’s also a shadow version, so pick it up for your deeps.

This fight is not difficult for a self aware raider.  As I’ve stated, the key is to focus and communicate, making sure that the raid knows healer positions at all times.  Be aware of the abilities of the mob you’re currently fighting so you can look out for them and this fight should be cake.

A final note: This is not the only way to do this fight and in fact, there’s an achievement for killing them all within 15 seconds of each other which you will most definitely not accomplish with these strats.  This is my preferred method because it’s easiest on the raid as a whole and makes the fight fairly painless.  If anyone wants to add to this or mention something I forgot, please post it in the comments.  Tune in next week when we take a constitutional down Plague Wing over to the Eye of Eternity (yes, this was always here, no, you read it wrong the firt time).

-Dueg

20
Feb
09

Friday Strats – Gothik the Harvester

One week old!  Yes, gentle jerkwads, Holy Dueg has been around for a full week now, it seems like just yesterday I was writing about how to put the smack down on Raz, ah, I was so young then.  So I decided that I’m going to reserve Fridays as my strat day and you can expect to see weekly posts on how to deal with certain bosses with an emphasis on the healing side of things.  I’m gonna go ahead and continue our jaunt down Military Wing with a look at this fugly weiner: Gothik the Harvester.

That's right, Gummi Skulls, be afraid

That's right, Gummi Skulls, be afraid

The Prep

Gothik is the second boss of the military wing of Naxxrama, just down the hall and to the right of Instructor Razuvious.  The boss himself is really not going to be a healer intensive, but it’s the lead up to him that will tax you.  When you first enter his room, he’ll be standing on a balcony directly in front of you with a wall to your right cutting the room in half.  The side you first enter is called live side and the opposite side of the wall will be referred to as dead side with an open gate in the middle.

Before the boss is pulled your raid must split in half with equal number of healers, dps and tanks on each side.  If things are uneven, you might want to slightly stack dead side with more dps as this will be the rougher side of the fight.  Once everyone is split, dead side will move to the farthest corner from the entrance and live side will pull.

The Fight

Once live side hits him with a ranged attack, Gothik will become invulnerable, close the gate, and immediately begin summoning adds.  The adds will spawn on live side and there will be three distinct types: Unrelenting Trainees, Unrelenting Death Knights and Unrelenting Riders and will progress in difficulty in that order.  The Unrelenting Trainees will put a disease on whoever they hit with melee damage, so be prepared to drop a cure on people, the Death Knights occasionally do a whirlwind, shadow based attack that applies a Mark of Shadow on anyone it hits and does about 5k damage on plate.  Finally, the Riders have an aura that hits everyone around them for about 500 damage every few seconds (completely resistible) and will occasionally do a shadow bolt volley, hitting everyone with Mark of Shadow for about 6k.

Now here’s where the gimmick comes in.  Whenever live side kills a mob they will transfer over and respawn from one of the pile of bones sitting over on dead side as a spectral version of the original mob.  Pro tip: Don’t stand near the pile of bones if you’re squishy.  On dead side, the trainees will now cast an arcane explosion with a 20 yard radius and the death knights will now use a normal whirlwind attack that does 4k.  Another problem with the riders is that when they respawn, they will come up as two separate mobs, the unmounted mob and the horse he rode in on.  The rider still has his damage aura and will also occasionally drain life (dispellable) from their main aggro target.  This drain does about 12,000 damage if allowed to tick to full length, so make sure you dispell it quickly.  The horses now have an AoE stomp ability in a 10 yard radius that does about 2500 damage and will slow movement by 60%.

Now the trick is for live side to watch the speed they kill the mobs at, making sure not to overwhelm dead side.  Trainees and Death Knights are CC-able, but that won’t mean anything if you still have a lot of mobs up when Gothik joins the fight.  He will stop spawning mobs at 3:44 and at 4:34 will teleport onto live side and engage the raid.  50 seconds should be more than enough time for an adequately geared raid to mop up the leftover mobs with some time to spare.

Once Gothik engages the raid, he will teleport down to live side.  As long as you have most of your raiders up, it should be a cakewalk.  He has a shadow bolt that will hit his main target for up to 5500 damage and will cast a debuff every 15 seconds that reduces the entire raid’s stats by 10% and will stack 10 times.  About every 10 seconds he will teleport to the opposite side of the gate and engage the other half of the raid.  He’ll ping pong like this till he’s at 30% life at which point he opens the gate and the full raid can bring him down.

Gothik is an easy fight, the main trick being staying alive till phase 2.  Dead side will be where you’ll make or break the raid because of the possibility of them getting overwhelmed by live side.  Healing is going to require a focus and attention of what mobs are currently attacking the raid.  On live side you want to make sure to cure diseases and look out for whirlwinds and shadow volleys.  Dead side is also about focus and making sure to watch the AoE damage.  All in all, most of this damage is at least partially resistible so as long as you keep an eye out and make sure not to lose your head, you should be good.  I officially label this the second easiest fight in Naxx.

The Loot

This is a new part of my strats where I will examine all loot that is pertinent to priests.  Sorry all other classes, but this is a priest site, after all.  I also went back and updated my previous Raz strat to reflect the new look / format of the strats.

Touch of Horror – This is a pretty sweet little wand for a Disc priest or anyone more concerned with mp5 instead of Spirit.  I definitely recommend picking it up if you haven’t gotten a decent holy/shadow style wand yet or are disc.  Deals holy damage (one of only five in the whole game) so damage is irresistible.  Possible best in slot for a Disc priest.

Bindings of Yearning – Another awesome piece of disc gear here, this time for your wrist slot.  Same as above, if you’re more interested in mp5 than Spirit, pick this up.  With a healthy dose of crit, this one is another piece of gear in the running for best in slot for Disc.

Gothik’s Cowl – This is one of the most coveted head slot items in the game, and again, better for Disc than Holy (I’m beginning to see a pattern).  Pick it up if you’re disc and don’t let go… don’t you dare close your eyes!

So there you go, Gothik the Harvester in one huge post.  He’s really easy compared to most other bosses so if you’re having problems, you seriously need to examine if everyone in your raid is properly geared up for Naxx.  Tune in next week as I conclude Military Wing with the Four Horsemen.

Bonus: Anyone who can tell me where the term “gentle jerkwads” comes from will receive a prize!*

-Dueg

*Won’t actually receive prize




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