Healing Naxxramas – Four Horsemen (10 man)

Healing Naxxramas – Four Horsemen (10 man)

4H-title

Here it is. Welcome to the most potentially complicated 10 man boss ever. By popular request (from Jove!), I’ve nailed down the process of how to handle the Four Horsemen on Normal Naxx mode. I’ve seen a few questions asked by a people asking me if I’ve ever done this fight before. I did do it on 25 but I didn’t feel qualified to address this on 10s. I’m not going to write about a fight until I get to experience it myself first hand (and that will continue to always be the case with boss fights).

The Four Horsemen have had a reputation for being the most difficult encounter before Burning Crusade hit due to the level of timing and coordination that it required from players. The Wrath variants, while a little easier, will still require some semblance of coherent teamwork.

The Abilities

The Knights have their own individual debuffing marks which gradually increase the amount of damage that tanks and other players around them take:

Note the fact that it is a stacking debuff which increases the amount of damage you take. The first debuff is applied after 20 seconds and then every 12 seconds after that. It has a max range of approximately 65+ yards and is applied one everyone within the vicinity. You cannot use any abilities to make the Mark fall off (Divine Shield, Ice Block, etc).

Every Horseman must have a player nearby that can get the Mark. If there is no player within 65 yards of the Horsemen, the raid will take massive damage and subsequently wipe.

Each Knight has it’s own unique spell:

Placement

4H-placement

Four Horsemen is unlike most encounters you’ll see in the game as the bosses are on preset scripts that take them to specific locations. Sir Zeliek will always go to the back right of the room, for example. When setting up, send your Caster/Healer pairing to the back end along the left and right walls respectively.

4H-right Note: I really recommend using a healer class and a class that has the ability to heal itself (Balance Druid or Elemental Shaman), but I stress that the fight can be done without either of the two. The healer in the back has to compensate by being really on the ball with their regeneration and healing if such a player is unavailable.

Left: Matticus sneaking up the right wing. Those Knights won’t know what hit them!"

To activate the event, all you need to do is walk up to them and shoot them before they automatically race off to their locations.

Lady Blaumeux and Sir Zeliek do not move from their positions at all for the duration of the encounter and remain stationary. Korth’azz and Baron Rivendare are tauntable and movable.

Strategy

This strategy used makes sense if you remember the fact that each Knight has their own debuff that they apply. Each tank is required to pay strong attention to their debuffs.

Raid DPS starts out at the front of the room working on Korth’azz and Baron Rivendare. The raid will be positioned on the front left side of the entrance engaging Korth’azz first to eliminate the Meteor effect as quick as possible.

Caster tanks

Once the Knights are in place, they’ll start locking onto the players that are closest to them. Zeliek does have his own chain damage type spell (Holy Wrath) and that’s why the Zeliek tank is going to be alone for the first half of the encounter.

The magic number of debuffs before you move? 3 maximum.

Once you get 2, signal the other tank on Lady Blaumeux. Remember, the debuffs have ranges. The only way to shake them is to outrun the original Knight.

Example

I was tanking Zeliek and I had a boomkin as a partner on Blaumeux. When we got to 2 debuffs, we’d slowly cheat towards the middle. Once we hit 3, we made a mad dash to the other side and star tanking each others original mob. As I ran by, I loaded up my boomkin partner with Renews, a Prayer of Mending, and a Shield. Similarly, he’d hit me with a full stack of Lifeblooms.

4H-switch-caster

Center: Me and my Boomkin homeboy tag teaming. Note the Shadow Bolt from the left and the Holy Wrath from the right about to nail the two of us. He’s running right towards my original Knight and I’m running left towards his Knight. Void zone on the bottom left.

Don’t worry extensively about the damage being done. The Holy bolts hit me (clothie Priest) for about 2500.

4H-DPS-Z

Be aware that Lady Blaumeux does put out void zones. She targets the player when she does so. Keep your eye on the ground and when you see the black hole, side step it. Try to be tactical and strategic about your placement. Don’t place them in the path between Blaumeux and Zeliek. (Pictures at the bottom)

Melee tanks

Set up 1 healer on the front right and the front left. Those healers will be assigned to the tanks that are immediately close to them.

Got the raid set up on the left? Good. They need to stay within 8 yards of Korth’azz to distribute the meteor equally. Here’s the tricky part of the encounter which is based mainly on observation and inquiry.

Tanks will still switch after 3ish or so debuffs, but there is a trick. The two tanks for Rivendare and Korth’azz have to run towards each other and meet in the middle. Then they taunt off each other, and turn around and run in the direction they were originally coming from. The raid group and the supporting cast will need to stay in their locations. Some things have changed. The DPS group runs towards Korth’azz (meteor guy) and the lone healer on Rivendare will also follow. The idea here is to shake off the original debuffs. Let the tanks switch their targets. When the original debuffs fall off, they return to their original targets.

Example

That last part may not have been clear, so let me try again.

Ubertank the Death Knight tank is on Korth’azz left. PseudoPally the Paladin tank is on Rivendare on the right. The third mark’s about to hit, so they run towards each other.

At this point, they’re within melee range of each other and will soon begin to acquire debuffs from both Knights.

PseudoPally tanks Korth’azz, turns around, and drags him back to the bottom right. UberTank, the smart Death Knight that he is, realizes that PseudoPally’s taunt affects more than 1 mob at a time and waits for PseudoPally’s taunt to go off before using his own taunt to peel Rivendare off and back to the left.

The two Knights have now switched locations allowing time for the original debuffs of the raid to wear off. DPS stays for a few seconds and DPS Rivendare. After the FIRST MARKS WEARS OFF, they run towards Kor’thazz and the Paladin on Rivendare switches back to healing PseudoPally.

Both Knights should die within seconds of each other as the DPS will be split amongst them fairly equally.

Korth’azz and Rivendare down

At this point, the initial Knights are dead. The entire raid will then move up and start working on Zeliek and Blaumeux. The same tank switching principle applies. All healers will collapse back to the original spawn platform where the Horsemen stood. If any player that isn’t a tank picks up too much of one debuff, have them turn around and run back towards the south side of the central platform. At that distance, the Mark should easily slip off and allow them to resume.

Get the raid to focus on Blaumeux first before the Void Zones become a pain. You don’t want to deal with Ziliek’s proximity chain Holy spell just yet anyway.

After 3 Marks, PseudoPally and Ubertank will have to switch and continue to do so. Just mind the Void Zones! Keep that up, and the boss will go down.

Congratulations! You just killed what was once considered the toughest boss in Naxx!

Healing

For Priest tanks, I suggest keeping a Renew on yourself to help lessen the blow. When you reach around 60%, drop a Greater Heal. If you’re healing the other tank near you, don’t forget to use Binding Heal and maintain Renews on the two of you.

When you’re on the just the two Caster Knights, work out a rotation with the healers. Try not to eat the Marks. Sometimes you have to because of LoS issues or because you just have to.

Action shots

WoWScrnShot_101108_202357WoWScrnShot_101108_203748

Above left: Even at this distance, I can still hold aggro against this boss. Note the positions of the Void Zones. As I’m tanking, I try to position as many of them together in a cluster as much as possible.

Above right: Me trying to shake off the two Marks on me. I’m at the back of the platform not healing and the other 2 healers are aware of this. We’re each taking turns switching on and off.

WoWScrnShot_101108_203824WoWScrnShot_101108_204100

Above left: A Starfire about to kill Void Zone queen here.

Above right: The results of our labor. A 2H sword. Where’s my freakin’ caster loot?

EDIT: 11/25 – Modified strategy for the Kor’thazz and Rivendare aspect. Look for the Strikethroughs.

Did I forget anything? Please post a comment! Questions? Post those too! I’ll do my best to get to them! Otherwise, feel free to check out my healing guide for the Naxxramas bosses.

Healing Naxxramas – Thaddius (10 man)

Healing Naxxramas – Thaddius (10 man)

thad

Thaddius is the idiot check boss of Naxx. There might be others (wait ‘til I get to Heigan), but I do think this one really separates those that can and those that can’t. You’ll find out why momentarily (but keep the first boss of Heroic Mechanar at the back of your mind).

Engage

When you enter the room, you have to engage two mini bosses before you can engage Thaddius. Fuegen and Stalagg need to go down together within seconds of the other dying. Unlike the original Naxx, you don’t have to stack melee players on one side and range on the other. The raid needs to be split fairly equally with 5 on one side and 5 on the other. It’s going to be hard to do with 5 total DPS (assuming 2 tanks and 3 healers) so I recommend pairing your top 2 DPS players together and the bottom 3 DPS players together. If necessary, adjust on the fly and rotate a DPS from one side to the other to help play catch up.

The two tanks (literally) will fly back and forth and switch between Fuegen and Stalagg respectively. I think when the Tesla Coil portion of the fight activates, the tank switches. Healers have to be aware of which tank is presently on the side that they are on. I suggest using a range finder of some sort. Aggro shouldn’t be a problem. One healer on both sides should be enough (although you’ll have an extra one, so use your discretion there). AoE healing will be the order of the day. Try to ensure everyone is near full as much as possible.

thad-3

Once you kill the 2 constructs, here’s the challenging part. You have to run and actually jump from the ledge onto the platform below! If you decide to fall off, then you’ll miss the platform entirely and hit the sludge water below (just turn around and head towards the entrance as there is a ramp that will allow you to try again).

Now you’re onto Thaddius himself.

He uses an ability called Polarity Shift.

  • Polarity Shift: Places either a Negative Charge or Positive Charge to all nearby enemy targets. Players near other players with the same Charge type increases each their damage dealt. Players near other players with the opposite Charge type deal damage to nearby raid members.

thad-4And that right there is the gimmick for the fight. I like to designate left side as positive and right side for negative. You don’t have to stray too far out. Melee players with opposite charges can remain 180° from each other and still stay within striking range of the boss.

Your raid leader should be extremely vocal:

“Polarity shift soon!”

“Polarity shift, MOVE MOVE MOVE!”

Some players fail at checking their debuffs and can potentially wipe the raid. As the raid leader, I strongly recommend that you hold their hand through this as it is not worth the frustration.

Healing

thad-2 Healing is a walkover on this boss. AoE heals and single target heals on the tank should the order of the day. Your AoE healers will be able to cover both groups no matter which side they are on. Keep a single target healer on the tank at all costs. He does like to randomly fry players with lightning. It’s nothing a healer can’t handle, however.

One last thing

DO NOT LOOT YOUR ITEMS AFTER THE BOSS DIES! Wait for your charges to wear off before doing so or else you’ll be in for a very nasty (and shocking) surprise.

Healing Naxxramas – Gluth (10 man)

Healing Naxxramas – Gluth (10 man)

gluth

Who let the dogs out? No, really. Gluth is this really large dog that has been pieced together with flesh from various beasts (or people). He is the third boss you have to tackle in the Construct Quarter.

Abilities

  • Mortal Wound: Reduces healing taken by 10%. Stackable debuff!
  • Decimate Flesh: Consumes everything in the room for approximately 90% of their health
  • Infected Wound: Increases the Physical damage taken by an enemy by 100 for 1 minute
  • Enrages: Hits slightly harder than normal unless he gets a Tranq Shot

There’s no trash needed to clear to him. The path is empty from the moment you kill Grobbulus. There’s a green tube (pipe) that you need to go through and when you exit it, you will be thrown into combat right away and engage Gluth. Stay on the right side as you walk through the pipe.

So here’s the gimmick with the fight. You’ll need to have two tanks on Gluth the whole time. That Mortal Wound ability I told you about gets periodically applied to him. Ideally, our tanks will taunt off each other once the debuff reaches 3 or 4.

Not only that, there will be zombies (Zombie Chow) that stream in from time to time and they have around 500000 health. Those need to be kited. There’s no way the raid group can kill all of them right away.

gluth-1

Kiting Methods

  • Using a mage to run around while casting Frost Nova and Ice Lance to grab aggro
  • Having a Hunter with Freezing Traps and Explosive shots grab aggro
  • There are other ways, but those are what I have witnessed so far

One more thing

Gluth does a Decimate Flesh ability that you see in the opening shot of this post. Everyone’s health including the Zombies drop down to 10%. That’s your cue to get the entire raid to focus fire the Zombies and kill them. Otherwise if you don’t kill them quick enough, they will run towards Gluth and he will consume them and gain a lot of health back. And you do not want Gluth to get healed.

Pro tip: A few seconds before Decimate hits, have your kiter run to the opposite side of the room where Gluth is to buy your raid a few extra seconds of DPS time.

Healing

I’m strongly advocating a 2 single target healer on the tanks and 1 AoE healer on the kiter approach. Tanks will be taking a bit of a beating. Normal hits on Pate for about 4500. Enrage hits on Plate for about 5500+.

Tank healers have to focus and listen for the calls. Make sure the tanks are communicating so that tank healers know when they’re switching.

gluth-3The AoE healer will be keeping an eye on the kiter. It is inevitable that the kiter takes a few glancing blows here and there. Every time a player gets hit by Zombie Chow, they suffer a disease called Infected Wound which cannot be cleansed. It wears off after a minute. The disease causes players to take increased physical damage by 100 every time it is applied. I once had 20 applications of the debuff and believe me, it wasn’t fun at all.

After he hits Decimate Flesh, the raid’s health drops straight down to 10%. AoE heals are big at this point. Have the tank healers get the tank health back to 80% or higher and spam the rest of the raid. Don’t forget, during this portion of the fight, that zombies don’t aggro onto anything. They’re going straight for Gluth.

Priests

Circle of Healing a few times to get everyone out of the red. Finish off with direct heals or Prayer of Healing to get more heal strength down. In fact, consider using Holy Nova while you’re near players and are also in range of the Zombies. Every bit of DPS helps.

And lastly, here’s an action shot of a Gnome Mage being chased by some hungry Zombies. I wonder if he gets away…

gluth-2

Healing Naxxramas – Grobbulus (10 man)

Healing Naxxramas – Grobbulus (10 man)

grob-1

Welcome to Grobbulus! You’’ll run into him right after Patchwerk in the Abomination wing. Once the room’s been cleared out, get ready to grab Grobby!

Abilities

He puts a disease on players at random called Mutating Injection. It’s very important that it does not get dispelled! There’s a boss in Blood Furnace (the big floating Eye) that drops poison clouds all around the room. This boss also drops poison clouds. If the disease on you gets dispelled or if it wears off, then you drop a poison cloud.

Slime Spray is another ability of his which hits for a decent sized amount. Any players who are affected will spawn slimes. DPS needs to kill slimes when they spawn!

  • Poison Cloud: Deals a moderate amount of damage

So how do you handle it?

grob-path

The Process

Tell your tank to pull Grobby in a clockwise direction. Don’t move him too fast. You don’t want to rush him around because it takes time for poison clouds to wear off.

Your DPS and healers will be standing in the middle and shooting outwards. Melee players will be standing behind Grobby as he is being tanked. Don’t forget to kill Slimes as they spawn!

If you get hit with a Mutating Injection, run and stay behind Grobbulus until it wears off. The main idea here is to keep the poison clouds on the exterior of the room thereby leaving the middle area relatively clean. Once diseased players are in a safe position, then all you need to do is Cleanse or Dispel them. The debuff will wear off and a poison cloud will expand where they were standing. Make sure they run back after the debuff wears off.

grob-3

Healing

I suggest using a 2 healer on tank, 1 on raid setup. Grobbulus does not hit really hard and the damage should be manageable. The concern here is the amount of players absorbing AoE damage from Poison clouds. As long as they are alert and aware of where they are relative to the clouds, they should have no major issues.

Other Notes

Grobbulus’ abilities are Nature based. Consider using Aspect of the Wild or other Nature Resistance abilities (Totems?). I do not know how effective using the resist is but it could help the raid stay alive longer than normal and buy more time. I haven’t had a chance to test Nature Resist. But it isn’t a necessity.

Healing Naxxramas – Grand Widow Faerlina (10 man)

Healing Naxxramas – Grand Widow Faerlina (10 man)

faer-1

Faerlina is the second boss you’ll run into within the Arachnid quarter (Spider wing). She is flanked by 4 mobs. Do not kill them all at once. They need to be tanked in the side or just let loose running around.

Abilities

Faerlina will go into a Frenzy after every minute has elapsed from the last dispel (or a minute after the fight begins). She will hit the tank extremely hard and he will not be able to survive for more than a few seconds. The only way to dispel Frenzy is to bring one of her mobs on top of her and kill it. Only then can the effect be dispelled.

Stay mobile and keep moving. Watch out for Rain of Fire.

faer-2

So there’s a two stage encounter. The first stage is a simple tank and spank while keeping the mobs away from her. They are absolutely needed in order to remove frenzy. If you kill one by accident, then the time you have to kill her goes down. You can DPS them but don’t over do it. I suggest using mild AoE to bring them down to approximately 20% or single targeting them.

In this case, notice how we established icons on all of the different mobs. We did it so we could coordinate the kill order (“Triangle first, move square out, ease off of X”).

Healing

One healer on the main tank, one healer on the raid, the last one floats. The moment she goes into a frenzy, drop everything you’re doing and get on the MT right away. Priests, use mitigation spells as quick as you can. Actually, I’d advise your tank to use one of his panic buttons (trinket, talent, skill, whatever) right away until they get the hang of this fight.

After that, repeat what you just did. Wait until she frenzies, drag a mob over, kill it. Rinse, repeat.

However, you are on the clock. Once the last mob dies and she enrages there is no way for you to dispel it. When I did it, she went down between number 3 and number 4.

My Love/Hate Relationship with Heroic Naxxramas

My Love/Hate Relationship with Heroic Naxxramas

naxx-kel

Last night, I had the pleasure of working with some of the most skilled players in beta and we were able to clear out Heroic Naxxramas (otherwise known as 25 man Naxx). Let me tell you about my initial impressions, what I love, and what I hate.

I love…

the fact that the number of tanks needed for Naxx don’t seem to have changed. Our main tank was a Warrior. No fusses about class here. The reason he was the MT was because he was the most geared (he ran Naxx, Obsidian Sanctum, etc. every day). Prot Paladin was the second tank for any massive AoE related pulls. Feral Druid was third although he would switch up with the Prot Pally depending on what the job was. Didn’t have the pleasure of working with a Death Knight. I’m happy to say that I had no problems healing any of them on the various bosses or mobs. Druid tank had the most with 34k while the Paladin and Warrior clocked in at about ~31k. I made sure to address this first, due to a question I got from Twitter:

@honorshammer Are you seeing much disparity in healing tanks of various classes?

Hope the above question helps! Love your blog by the way ;).

I hate…

my mana regen. I took a look at one of the other Resto Druids and he was sporting a jaw dropping 1500 mana regen while not casting. In my PvP gear plus other assorted PvE epic items, I hit around 600+.

I love…

how Priests will be virtual requirements for Heroic Naxx. You can get away without having other classes at all, but you need Priests for 2 of the encounters because we have to Mind Control certain mobs in order to successfully do them.

I hate…

Sapphiron. He’s the 2nd to last boss in Naxx and he’s going to be a huge headache.

I love…

how the bosses drop between 4 – 6 pieces of loot (some of them are tier bosses).

I hate…

how people complain about not getting the loot they want because its freakin’ beta and you don’t get to keep it anyway!

I love…

that while most players were still wearing blue PvP gear to raid, we were still able to 1 shot almost every boss in the instance. We didn’t over gear it. All of us were on par with or were what could be considered slightly undergeared. This proves to me that if you have a large number of skilled players going in, you won’t have a lot of difficulty. There are a few exceptions:

Instructor Raz: 2 shot
4 Horsemen : 4 shot
Sapphiron: 5 Shot
Kel’Thuzad: 1 shot

I hate

the fact that it took us a little over 7 hours to clear. But there are a few important factors to keep in mind:

  1. Pickup raid
  2. Boss explanations are complicated
  3. Some people had to leave and we had to pull in replacements

If it’s a Guild run, I can see the time knocked down to about 6 hours or maybe even 5. Obviously if you over gear the place, then I wouldn’t be surprised to see it drop down to even 4 and a half. But suffice it to say, I suspect most guilds will take at least 2 days to clear the instance and learn it.

I love

Death Knights. Look at this screenshot below:

op-dks
The top 5 players are all Death Knights. Number 6 is a Rogue. The numbers ARE slightly inflated since Thaddius has a little mechanic about him that increases DPS. Here’s a slightly better representation:

naxx-dps1 naxx-dps2

DPS order by class on Noth:

  1. Death Knight
  2. Hunter
  3. Death Knight
  4. Death Knight
  5. Ret Paladin
  6. Ret Paladin
  7. Mage
  8. Death Knight
  9. Death Knight
  10. Rogue
  11. Boomkin
  12. Feral Druid
  13. Boomkin
  14. Mage

Your mileage may vary. We only had 1 Rogue and 1 Warlock. Our raid was stacked with an abundance of Death Knights as you can see above and all of them made up the top 10.

I love

the DPS averages. Again, scroll back up and look at the DPS on the side, not the damage done. You should be pushing over 2000 DPS when you enter Naxx. Of course, I might take that statement back later. Who knows? But I’m just going by what I’ve seen thus far.

I love

these crits:

heal-crits

Repeat after me: MASS OH PEE. That’s a Resto Shaman above me there and my own Prayer of Mending.

I hate

this whole loot homegenization thing but I understand it. I started a discussion on Plusheal about how to tell whether or not you should roll on certain cloth gear or to pass on them. Wyn will be exploring this topic at some point later on, as well. It feels weird for casters to roll on gear. But I accept it and I understand it will be better in the long run.

Over the coming weeks, I’ll be doing detailed healing guides for the normal and heroic versions of Naxx and Obsidian Sanctum. You’ve seen a sample of them earlier when I published a few of the 10 man ones. They’re not designed to replace WoWWiki or Bosskillers guides. What they’re meant for is to provide you (the healer) with the knowledge that is relevant to you in order to keep your raid alive. I’m most likely going to miss out on a few abilities but I’ll be sure to nail all of the ones that are important including all major boss mechanics.

Yesterday night, I took a boat load of screenshots, recorded vent when the raid leader was delivering explanations, and I have a plethora of notes all across my desk with diagrams, and post-its scattered all over the place.

By all means, if you’d like to savor the learning experience yourself, go for it. I’ll be here if you need a quick pointer or two to help you out.

Which is what this blog is for.

Questions? Comments? What else would you like to see? Will the Canucks make the playoffs this season? Will Brady get usurped? Do you require more Vespene gas? Are you, in fact, a hollahback girl? Will I ever stop beating myself up over the 7 questions I know I for sure got wrong out of 50?

Big shout out to Totodile for having to put up with the various morons in the raid, as well as organizing and quarterbacking the whole show!

Healing Naxxramas – Patchwerk (10 man)

Healing Naxxramas – Patchwerk (10 man)

patchwerk

Post is about the beta raid and is subject to change at any time. Changelog at the bottom.

Patchwerk is one tough Abomination. You won’t have to worry about raid damage. Your main focus is going to be on the main tank and the off tank. Do a quick check of everyone’s health totals. Make sure your MT and OT have the largest and 2nd largest health pools respectively.

Upon first pull, Patchwerk will latch on to the first person who gains threat on him and stay on him for the duration of the encounter. He does a Heroic Strike attack which will hit your OT for about ~7000 damage. Important: The OT is determined to be the player with the most health after the person with Aggro.

Therefore, if necessary, tell players to click off Power Word: Fortitude (like Death Knights).

There’s also a river of slime nearby. If you jump into it, you can knock off about 50% of your health instantly. Use at your own risk.

Patchwerk has a rough enrage timer of around 5 minutes. Have your tank blow Shield Wall around 15 – 20%. If you’re specced for Guardian Spirit, use it the moment Shield Wall expires.

Healing

Tough, tough, and really tough. You’ll be working your stopcasting here often. Holy Priest on the MT, Resto Shaman on the OT, Paladin with Beacon of Light on one tank and healing the other to cover the bases. Flash Heal for maintenance healing. When your tank drops to 60% or less, queue up a Greater Heal and keep your finger triggered on the stopcast button. If someone else catches him, hit it. If not, let it go.

I want to emphasize that the raid should not be taking much (if any) damage at all.

Bust out the Hymn of Hope early on while eyeing your group. Make sure all the mana users can get the most out of it. When you get low again, bust out the Shadowfiend. Your last line of defense is the Runic Mana Potion.

I did this fight with about 477 MP5 while not casting. I felt a lot of pressure towards the end. However, I did this with blue PvP gear. We should theoretically have an easier time with the various PvE gear we’ll get access to.

spirit-deathWhen you kill him…

See the green slimes above in the screenshot I posted? Those mobs aren’t targettable via mouse. However, if you get in close range of them, you will explode pretty horribly.

Don’t understand? Think of it as a mini-Frogger.

So when you do get him down, don’t forget to sidestep those oozes or else you’ll end up like Matticus with a faceplant on solid concrete.

Changelog

9/24/08 – Original post

Healing Naxxramus – Loatheb (10 man)

Healing Naxxramus – Loatheb (10 man)

loatheb

Loatheb looks slightly complicated but after a few tries becomes easy to understand. It requires people to look outwards and pay attention. You only need to have one tank on him for the entire encounter.

Gimmicks

Everyone gets a 16 second debuff that reduces healing by 100%. After that, you have a 4 second window to heal players up before the debuff gets reapplied.

Secondly, something else that makes this fight that much easier is a different debuff called Fungal Creep. There are going to be periodic mobs called Spores that will spawn. When you destroy them, they give 5 players the Fungal Creep debuff.  It increases your critical chance by 50% and your spells cause no threat. The Spores die relatively quick and should take no more than 4 spells before they spontaneously combust.

Positioning

Set up shop on the central platform.

Healing Makeup

Matt’s group:

  • Resto Shaman
  • Holy Paladin
  • CoH Priest (me!)

You’ll definitely want an AoE healer for this fight. Try to time your heal around the warnings that appear. We tasked the Paladin to do nothing but heal the main tank on this fight. The Resto Shaman would heal group 2 while I was parked in group 1. The mechanics to Chain Heal has changed slightly so that if you target the initial player with the spell, it will only jump to other party members instead of going raid wide. With the Glyph, it will bounce to 4 targets total.

3 seconds before the debuff wears off, light up a Prayer of Healing. You want to time your heal so that it lands just as it wears off and it sets you up for 2 or even 3 Circle of Healing taps on the 2nd group.

What about the debuff phase?

At this stage, all you need to worry about is wanding and doing DPS. Keep an eye on your mana. Be sure you don’t DPS more than you have to. Your Power Word: Shield will still work. Don’t hesitate to throw that up there whenever you get the chance on your tank.

Changelog

9/23/08 – Original post