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Naxxramas Tactics (10 man)

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Naxxramas Tactics (10 man)

Post  Rigsby on Wed Nov 19, 2008 7:38 am

Naxxramas is a raid instance in Draginblight. Originally an instance in Vanilla WoW; now "re-tuned" for level 80 entry level raiders.

You need no attunement to get in to Naxxramas but you do need to be level 80. Aslong as atleast 2 people in the raid have flying mounts and skill then the rest of the level 80s can be summoned using the stone just in front of the entrance portals. To get to the stone you just fly up the middle of the Necropolis.


Last edited by Rigsby/Tightbriefs on Wed Nov 26, 2008 9:09 am; edited 5 times in total

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Anub'Rekhan

Post  Rigsby on Wed Nov 19, 2008 8:25 am


Trash:

Trash to Anub is pretty EZ mode and is easily AoE tanked. All the spiders are beasts and are CC'able by all beast CC. There is some poison dispelling to do too.

Boss:

Stats:

Anub'Rhekhan: 2,230,000 hit points.
Crypt Guard: 300,000 hit points.

Abilities:

Anub'Rhekhan

Impale: Is an attack that targets a random member in the raid and will do damage to that member and any other members standing between the boss and the target. It does around 4813-6187 physical damage and tosses people in the air and then deals 50% fall damage.

Locust Swarm: Every 70-120 seconds Anub will do this AoE attack that is centred on himself (30 yard radius). It will add a DoT on anyone within 30 yards of him and silence them. The DoT does 875-1125 nature damage per stack and will stack every 2 seconds. The boss will be slowed to 60% of his normal speed during Locust Swarm and the boss will summon a Crypt Guard at the start.

Summon Corpse Scarabs: Anub can at any point spawn Scarabs from dead corpses (Players or Crypt Guards). 10 from Crypt Guards and 5 from Players. They spawn with random threat on players and spread out to attack them.

Crypt Guard

They will spawn with every Locust Swarm. They cleave and AoE immobilize. They apply a stacking acid buff that deals 500 damage per stack. On low health they frenzy.

Positioning:

The main tank will pull Anub and take him to the right hand side as far towards the green slime as possible, he will not move throughout the fight. The raid will run in and position in a semi-circle around the boss. The OT can run in and do some initial damage to the boss.

Raid healer will stand at max range from tank and in the centre of everyone. The 2 tank healers will position either side of the raid healer and also at max range from the main tank.

Ranged DPS should never stand between the healers and the boss and should spend minimal time behind the healers to minimise on the amount of people who get Impaled.

Melee DPS take usual position behind the boss making sure to run out on Locust Swarm.

Tactics:

Tanking:

The MT picks up Anub and takes him in to position. MT will just do as much threat as possible and remain in the same place throughout.

The OT can do some damage at the start and apply buffs/debuffs to boss (Sunder, FF, Judgements.) When Locust Swarm; the OT will pick up the Crypt Guard and take him behind the raid to be DPSed down. After the OT has finished tanking the Crypt Guard he will still have the nature DoT ticking and if they are a druid or paladin tank then they should help the healers by healing themselves while they have nothing else to do.

Throughout the fight Scarabs will be summoned from dead corpses and the OT should pick these up.



DPS

All DPS need to do as much damage as possible to start with before the first Locust Swarm.

When Locust Swarm comes all DPS need to be more than 30 yards from the MT. At the start of Locust Swarm a Crypt Guard will spawn, all DPS need to kill the Crypt Guard, when the Crypt Guard enrages the DPS need to kill him soon to help the healers out. Once the Crypt Guard has been killed; DPS go back to their original positions.

During the fight Scarabs will be summoned and DPS need to kill these asap.

Make sure to stay spread out in semi-circle to minimise Impale damage.

Healing

1 Healer on each tank and a raid healer.

When Locust Swarm; the MT will take alot of damage, use big heals after around 3/4 stacks and the raid healer use big heals on the MT around this time also. Keep up big heals untill the 8th stack ticks out.

After Locust Swarm the Crypt Guard will be in low health frenzy and the raid healer switches to help heal him with lots of little heals. Once the Crypt Guard is dead the raid healer resumes healing the raid. The nature DoT on the OT will persist for a short while after and if a paladin/druid they can help healing but will need some assitance and if a warrior then healers need to be aware of this.

There is minimal raid damage and the raid healer will be more there helping out the tank healers during the heavy damage.

Other Guides:

WoWWiki
World of Strats


Last edited by Rigsby/Tightbriefs on Tue Nov 25, 2008 7:40 pm; edited 5 times in total

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Grand Widow Faerlina

Post  Rigsby on Tue Nov 25, 2008 7:27 pm


Trash:

Similar trash as to Anub'Rekhan, easily AoE tanked and all the spiders are beasts and suseptible to beast CC. Some poison and curses which can be removed by relevant classes.

Boss:

Stats:

Grand Widow Faerlina: 2,230,000 hit points.
Worshippers: Approx 88,000 hit points.

Abilities:

Grand Widow Faerlina

Poison Bolt Volley: This ability places a dispellable poison on the nearest 5 raid members to the boss. It does an initial 2625-3375 poison attack and applies a DoT that ticks for 1480-1720 every second. She cannot cast this attack for 30 seconds after recieving Widow's Embrace.

Rain of Fire: This is cast randomly on players in the raid and will almost always be constanly cast by Faerlina. It has an 8 yard range and lasts 6 seconds dealing 2775-3225 fire damage every 2 seconds to anyone stupid enough to stand in it.

Frenzy: Every 60-80 seconds Faerlina will go in to Frenzy and will do 150% increased physical damage. Also her attack speed will be 50% faster, she gets 50% too but who cares. Widows Embrace will remove Frenzy.

Worshippers

Widows Embrace: An effect caused by killing a Worshipper, for it affect Faerlina; the Worshipper needs to be killed close to her. Widows Embrace will dispell Frenzy and will lock out the boss from nature spells.

You should use Widows Embrace within seconds of Faerlina using Frenzy. Using it before Frenzy will only postpone the Frenzy 30 seconds whereas using it after she casts it will dispell the effect and she won't cast it for another 60-80 seconds. This ability also locks the boss from using Poison Bolt Volley for 30 seconds.

Positioning:

The main tank will pull Faerlina to the right hand side of the room, due to the small aggro range it is advisable for a shaman to place his poison totem where the tank will be pre-pull. OT will take the Worshipper/s that he is tanking as near to the boss as possible.

Healers should position themselves spaced out in a semi-circle around the MT with the DPS standing between them and the boss to soak up Poison Bolt Volley.

Ranged DPS should stand in a semi-circle around the boss and inbetween the healers and the boss.

Melee DPS take usual position behind the boss.

Tactics:

Tanking:

The MT picks up Faerlina and takes her to position, from then on the MTs job is tank and spank.

The OT will pick up at least 1 worshipper and more if they are not CCed. Tank the Worshipper/s as near to the boss as possible.

DPS

This fight is ultimatly a DPS race as you only have 4 Worshippers and after the 4th has been used there is no way to dispell Frenzy anymore.

The main role of DPS will be to nuke Faerlina down as quick as possible but if the only person in the raid who can dispell poisons is DPS then dispelling will be the priority of that person.

1 DPS will be assigned to Worshipper duty and their duty will be to nuke down the Worshipper ready to be killed within seconds of Frenzy.

Healing

In a 3 healer set up you will have 1 healer on each tank and 1 for raid healing. The best choice for raid healing will be a druid or shaman so they can take care of dispelling too.

Tank damage is obvious. Raid healing will come from Poison Bolt Volley and Rain of Fire. Poison Bolt damage being unavoidable and Rain of Fire damage being directly linked to the general intelligence level of the raid.

Other Guides:

WoWWiki
World of Strats

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Maexxna

Post  Rigsby on Sun Dec 07, 2008 6:09 pm


Trash:

Similar trash as to Anub'Rekhan and Grand Widow Faerlina, easily AoE tanked and all the spiders are beasts and susceptible to beast CC. Some poison and curses which can be removed by relevant classes.

Boss:

Stats:

Maexxna: 2,510,000 hit points.
Maexxna Spiderlings: 7,300 hit points.

Abilities:

Maexxna

Poison Shock: A frontal cone attack hitting everyone within 15 yards in front of Maexxna for 3500-4500 nature damage.

Necrotic Poison: A dispellable poison cast on people standing in front of the boss which will reduce healing by 90%.

Web Wrap: After almost half a minute in to the fight; Maexxna will target a random player and send them flying backwards against the wall placing them in a cocoon. The cocoon has 6,000 health and needs to be destroyed to release the player. While in the cocoon the player will take 2475-3025 nature damage every 2 seconds.

Web Spray: Incapacitates everyone in the raid every 40 seconds by encapsualting them in Web Spray. It does 1750-2250 nature damage, lasts 6 seconds and there is no way to avoid it.

Frenzy: At 30% health Maexxna will Frenzy; you cannot dispell it. During Frenzy the boss will do 100% increased physical damage and gain 50% melee haste.

Maexxna Spiderlings

Melees on cloth for around 1,000.

Positioning:

The raid should run in to the left hand side of the room. Maexxna has a small aggro range and shamans can set up totems easily before the pull. It is best not to stand with your backs pressed against the wall as when knocked back by Web Wrap players can be sent far from the raid instead of against the wall within range.

The MT will pull the boss and turn it away from the raid to avoid Poison Shock and Necrotic Poison affecting more people than needed. The OT should position to the side of the boss and be ready to taunt if things go bad.

There is no reason to spread out on this fight so just staying together for group healing makes things a bit easier on the healers. Everyone but the MT should be behind the boss.

Tactics:

Tanking:

The MT picks up Maexxna and takes her to position, there is no need to move once in position. When Maexxna Frenzies it helps if CDs are used just before Web Spray.

The OT should stand to the side of Maexxna out of range of frontal attacks but ready to taunt if things go bad. The most likely time for a problem is during Frenzy and when the raid is Web Sprayed.

DPS

DPS have the usual job of nuking down the boss. However, throughout the fight players will be Web Wrapped against the wall behind the raid, when this happens ranged DPS need to kill the cocoon that is trapping the player. The quicker the DPS react, the more manageable the fight is.

Throughout the fight Maexxna will summon Spiderlings with low HP and low damage output. They should be AoE'd down or shotted single target. They are not a problem but will cause knock-backs on healers.

DPS should never be in front of the boss and should take care not to over aggro. Even though the boss is tauntable, if she casts Poison Shock or Necrotic Poison on the raid, then the fight will become less stable.

If no healer can dispell poisons then this becomes a DPS job to do.

Healing

On learning the boss, 3 healers make this EZ mode. The biggest problem for healers on this fight is managing Necrotic Poison dispelling. It needs to be dispelled ASAP and when Maexxna is Frenzied it becomes even more imperitive needing almost instantaneous dispelling.

Manage heals so that HoTs/Earth Shield are up when the raid gets Web Sprayyed. Use all instant heals the moment you can on the MT as a bad combo of Necrotic Poison, Frenzy and not being full health before Web Spray can be fatal.

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Patchwerk

Post  Rigsby on Thu Dec 11, 2008 7:26 am


Trash:

Mostly abominations which are easily dealt with. In the 3rd room howeve there are a load of Embalming Slimes and these buggers hurt. You cant tank them, u need to kite them and kill them. If they hit you they will do a fair amount of damage and then slow you so you can't out run them and you die pretty soon after.

Boss:

Stats:

Patchwerk: 4,320,000 hit points.

Abilities:

Patchwerk

Hateful Strike: An attack that hits the person with the highest HP and second on threat, it will only hit the MT if there is no one else in melee. It hits every second for around 7000 physical damage, it will also add threat to whoever it hits.

Frenzy: At 5% health; Patchwerk will Frenzy. Damage increased by 25% on MT and Hateful Strike tank, 40% increase melee speed.

Positioning:

The MT should pull Patchwerk when he reaches the end of his path. It doesn't matter where he is tanked so long as the melee can attack without being in the green slime.

The Melee should stand behind Patchwerk, not because of parries but it makes things like Chain Heals only hit the tanks.

Ranged all grouped up, there is no need to spread and if there are totems you should be in range of them.

Tactics:

Tanking:

MT tanks, OT will off tank, simple as. Keep using damage reducing things throughout fight and save things like shield wall for Frenzy.

DPS

Easy mode fight for DPS, pure nuke fight. Do maximum damage and don't over aggro.

Healing

1 Healer for each tank and spam, spam, spam! There is quite alot of damage so manage your mana as you will need to spam heal the whole fight.

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Grobbulus

Post  Rigsby on Wed Dec 24, 2008 3:52 pm


Trash:

The first bit of trash is a retard check. Its a gauntlet of slimes. If you touch a slime then you die, simple as. If you are in a raid full of inept chumps then it might be an idea to have a paladin bubble and run through them to explode them clearing a temporary path, personally I like watching people die to these.

After the slimes is the boss room with pulls of 2 contructs at a time, it's pretty easy mode just have them tanked and killed. Once the room is clear it's time for the boss.

Boss:

Stats:

Grobbulus: 2,928,000 hit points.
Fallout Slime: Unknown hit points.

Abilities:

Grobbulus

Poison Cloud: Every 15 seconds Grobbulus will drop these green poison clouds that do 2,000 nature damage every second to anyone who stands in them. They resemble the clouds dropped by Broggok, the second boss in heroic Blood Furnace and last 75 seconds.

Slime Spray: A frontal cone attack that does 6300-7700 Nature damage. For every person caught by the attack; a Fallout Slime spawns.

Mutating Injection: A disease that lasts 10 seconds that is cast randomly on the raid every 20 seconds. When the disease ticks out or is dispelled; 8075-8925 Nature damage will be done to the affected player and anyone within 10 yards. Also it will leave a poison cloud behind just like the boss does. The disease is cast more often as the bosses health decreases.

Berserk: After 12 minutes Grobbulus will enter Berserk and his damage is increased 1000%.

Fallout Slime

These will spawn throughout the fight when ever Slime Spray is cast. If all is well then only 1 will spawn at a time. The Slimes do an AoE attack for 1,000 Nature every 2 seconds in a 10 yard radius.

Positioning:

The main tank will pull Grobbulus in to the far left corner of the room against the ramp in which he patrols.

Ranged and Melee should never be in front of the boss and positioned somewhere safe behind the boss and out of the poison clouds.

Tactics:

Tanking:

The MT picks up Grobbulus and takes him to the position against the ramp. As the fight progresses and Grobbulus drops his poison clouds, the MT has to kite the boss around the outside of the room making sure there is plenty of safe space behind the boss for the melee to attack. The MT will not recieve Mutating Injection.

The OT needs to pick up any Fallout Slimes and tank them out of poison clouds and more than 10 yards from everyone else. The OT can recieve Mutating Injection so there is a possibility that the OT is off disposing of his green cloud somewhere safe, if so have the OOT pick it up or someone else suitable. For Mutating Injection tactic read below.

DPS

Always stay behind the boss. Pop heroism and trinkets at the very start as it's the time where least running about and crazy manic things happening. Also there is a chance for a second heroism if the DPS is a little lax.

Move around the boss trailing behind the boss but staying out of the poison clouds.

If you get Mutating Injection then do not cleanse it. The person infected needs to run somewhere safe in the opposite direction to where the boss is being kited to. Initially there is some great space up the ramp where the boss comes from that won't be used at all in the fight therefore making it awesome to dump the first few clouds. Once in place away from the raid and somewhere that the boss isnt being kited to, wait and the disease will time out, the moment it does leg it back to the raid for some heals.

Healing

Very little raid damage so its ideal having 1 Tank healer and 1 raid/diseased person healer. If one of the healers gets Mutating Injection the other healer must compensate, if both healers get it then classes able to heal should give a hand and the MT/OT use defensive cool downs. The same above guide on Mutating Injection applies to healers.

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Re: Naxxramas Tactics (10 man)

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