Healing Naxxramas – Maexxna (10 man)

Healing Naxxramas – Maexxna (10 man)

maexxna

Maexxna is the last boss in the Arachnid Quarter. I don’t know if it’s a he or a she, but I think it’s a she. Let me tell you that she is one heck of a honkin’ big spider.

Tank that boss at a distant pace away. Try to keep the raid near a wall and the tank in the middle. Make sure the tank faces the big Max away from the raid. She’ll periodically do a Spider Wrap cocoon that will temporarily stun players and prevent them from moving or casting spells.

Every so often she’s going to target a player and fling them to a wall. You can adjust the direction you get thrown because it flings you in the direction directly behind you.  At the same time this player is going to be wrapped in webbing and will not be able to do anything. Other players in the raid have to go up to the webbing and DPS it down until the player inside is free. If you can afford it, I suggest tasking your strongest ranged DPS on webbing breaking duty. For myself, I used a Hunter for this. Any class will work.

Little mini spiders will periodically show up. Have a mage freeze them up and the raid AoE them down. No mages? Well, then just AoE them down. Frost traps and Earthbind totems for extra marks. Get your secondary tank to drag the suckers toward Maex herself and get the melee in on the action.

At the 30% mark, big M gets even bigger and hits like a freight train. Around the 35% mark, I strongly suggest all DPS to stop what they’re doing. Wait for the next web spray to go off. When that’s over, pop Heroism/Bloodlust, initiate all cooldowns and tip her over the point of no return.

This is where it gets dicey. Pay close attention to the web spray timer. As the countdown gets closer, load up on HoTs on the tank. Have the tank blow their emergency survival cooldowns to try to survive the wrap.

For the next Web Wrap, have a Priest watch the cooldown accordingly. As it counts down, have them light up a Guardian Spirit along with full HoTs. The HoTs should be amplified by an additional 40% and the GS will ensure survivability long enough until players are out of the wrap.

If you have a Discipline Priest, do the same thing. Have them use Pain Suppression instead of GS. Don’t worry about threat. It shouldn’t be a concern here. If Pain Suppression causes your tank to lose aggro, something is very wrong with the tank.

I think a Prot Pally can help if they’re specced accordingly. Make sure that the Prot Pally isn’t the one tanking. A Divine Shield should mitigate further damage done by 30% since some of the incoming damage is redirected to the Paladin. Just make sure they’re not tanking Max.

For Healers

Necrotic Poison – This is the main reason why the tank faces the big M away from the raid. It reduces healing taken by 90%. It must come off. Any Druid, Paladin or Shaman can remove it. She also does a 15 yard conical directly in front of her. That would be the second reason.

Healing Naxxramas – Gothik the Harvester (10 man)

Healing Naxxramas – Gothik the Harvester (10 man)

gothik 

When you enter the room, half the raid goes to one side, and the other half stays. One room is deemed “live” (the one you enter) and the other room is deemed “undead” (the room on the right after the gate). Mobs that die on the live side respawn on the undead side. Ergo, you have to kill the mobs twice (their alive versions and their ghostly versions).

As the AoE healing Priest, I set up shop on the undead side with 4 other players. This resulted in 2 healers, a tank, and other DPS on the live side.

I suggest setting up Melee DPS on the Undead side and caster DPS on the live side.

You spend ~3 minutes killing the various waves coming in. After that time has passed, Gothik then teleports down to the live side (first room) and you can engage him. Then he switches to the other side and the undead group engages him. He keeps doing this back and forth. There are no waves for you to worry about at this point.

At 30%, the gates open and both groups can engage him without worry. He should go down without further difficulty.

Make sure the live side groups and the undead side groups are coordinating and communicating. Live side does not want to overwhelm the undead side!

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.

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