Naxxramas – 10-man reference sheets

About this guide

This miniguide was kept very compact to allow for easy reference during the raid. It should include all vital information, but if you want to know in-depth information, please use to the sources mentioned below. Use the pdf file for proper printing and a better layout: http://sites.google.com/site/wowinstanceguides/Home/Nax-10.pdf .
The guide is a work in progress but is nearing completion.

Getting there

Naxxramas is located in eastern Dragonblight and can only be reached by flying mount and entered from the bottom.

No attunement is required.

The only quest involving Naxxramas is The Key to the Focusing Iris, which starts from a drop from Sapphiron. One player must have done this to allow his raid access into the 10 man version of the Eye of Eternity (Malygos) and yield said member a nice epic neckpiece should his raid kill Malygos.


Raid composition

1 MT – 1 OT – 2 healers – 5 DPS – 1 Hybrid healer/DPS

Unlike the 25-man version, there are no mandatory classes, though a good mix is always advised.

Gear requirement is relatively much lower then Karazhan upon its release, no lvl 80 epics required. Failure to follow strategies will still get you wiped on most bosses.

The only resistance of use is frost resistance, for the Sapphiron fight, and a paladin aura or shaman totem should suffice.


Layout

The entrance room leads to four wings. After defeating each wing in any order, the final Frostwyrm Lair can be entered.


Wing

Boss1

Boss2

Boss3

Boss4

NE

Spider

Anub'Rekhan

Grand Widow Faerlina

Maexxna


NW

Abomination

Patchwerk

Grobbulus

Gluth

Thaddius

SW

Deathknight

Instructor Razuvious

Gothik the Harvester

The Four Horsemen


SE

Plague

Noth the Plaguebringer

Heigan the Unclean

Loatheb


C

Frostwyrm

Sapphiron

Kel'Thuzad




 
Sources

WoWHead http://www.wowhead.com/?zone=3456

WoWWiki http://www.wowwiki.com/Naxxramas

WTB Blue http://www.wtbblue.com/10-man-raid-guides/naxxramas

The site icons function as hyperlinks to specific boss or wing pages.


Author:

Maliander – Sythes guild – Auchindoun (EU) realm

Version 0.96 – Patch 3.03 – 15 December 2008
 

Spider wing (NE)

Anub'Rekhan – Crypt Fiend


MT tanks Anub’Rekhan at location [A] with back to kite path, kites to [B] during Locust Swarm, back to A at next Locust Swarm etc.

OT tanks Crypt Guard, drag it near [R] during Locust Swarm.

Ranged DPS and Healers stay at [R] throughout the fight.

Melee DPS starts at [A], runs to [R] during Locust Swarm, to [B] afterwards etc. Do not position in the kite path.



Locust Swarm

Used every 90 seconds, this painful & pacifying 25 yard AoE should be avoided by all.

Crypt Guard

Cleaving add that must be off-tanked, spawns 10 Corpse Scarab adds when killed.

Spawned throughout the fight, also at start of Locust Swarm.

10 Corpse Scarabs

Small adds spawned upon player (5) or Crypt Guard (10) death, to be killed with AoE.

Impale

Damages all in straight line to random target and launches target for fall damage.

Semi-circle with no other player between Anub’Rekhan prevents unnecessary damage.

Tanks

MT tanks Anub at [A]. Kite to [B] during Locust Swarm. Back to [A] at next Swarm etc.

OT tanks Crypt Guard, then picks up small adds that spawn.

Healers

Player death results in adds spawning, prevent if possible.

DPS

Focus on Crypt Guard, then AoE small adds that spawn, otherwise attack Anub’Rekhan.

Kite alternative

Just heal the MT through Locust Swarm instead of kiting if the healers are up for it.

Grand Widow Faerlina – Human

Volley / Rain of Fire

Spread around Faerlina to reduce Rain of Fire damage (and run out of it).

Frenzy

Killing a Follower near Faerlina during Frenzy removes it for 60 seconds.

Killing a Follower while Frenzy is cast prevents it for 30 seconds.

4 Followers

Off-tanked until enrage, then 1 killed near Faerlina each time to lockout frenzy.

Tanks

MT tanks Faerlina in centre of room. OT tanks followers near Faerlina.

Healers

Beware damage on tank during frenzies and cure Poison Volley DoT.

DPS

1 DPS brings Followers to low health, rest focuses on Faerlina.

Kill 1 follower in predetermined order just after enrage to end it.

Frenzy alternative

Weak tank, high DPS can kill a Follower every 30 seconds to prevent all enrages.

Maexxna – Spider

Web Spray

4 Second incapacitate, 40 sec CD, unavoidable.

8 Spiderlings

Ads spawned 10 seconds before Web Spray at Maexna. Kill within 10 seconds.

Web Wrap

Send 1 player backward to the wall, stuck in a cocoon, 40 sec CD, DoT on player.

Non-tanks on 1 side of Maexxna with back to wall to control cocoon position.

The cocoon must be destroyed from outside.

Necrotic Poison

Reduce healing received by 75%.

Frenzy

At 30% health, nasty tank damage increase. Try to time after Web Spray.

Tank

MT stands with near wall, back to centre, facing Maexxna away from the raid, no OT.

Healers

Cure Necrotic Poison. Offspec does abolish poison if needed.

Use HoT’s before Web Wrap.

Heal cocoon targets through their DoT.

DPS

AoE classes stand near Maexxna before Spiderlings spawn to ensure a fast kill.

Ranged DPS should kill cocoons.


Abomination / Construct wing (NW)

Patchwerk – Abomination

Hateful Strike

Frequent large damage on 2nd threat melee target.

Berserk

7 Minute hard enrage. Difficult to stay under, so a DPS race.

Tanks

OT soaks Hateful Strikes. Keeps threat high, but below MT. Best geared tank = OT.

Healers

Keep Hateful Strike soaker topped off through frequent heavy damage.

DPS

DPS race.

Grobbulus – Flesh Giant

Fallout Slime

Add spawned on each player in front of Grobbulus. This should only be the tank.

Poison Cloud

Expanding AoE zones dropped near Grobbulus.

Mutating Injection

10 Sec timer starts on random player, after which Poison cloud is spawned on player.

Affected player must move away from raid, near previous cloud for effective space use.

Tanks

MT tanks Grobbulus in outer edge of room, slowly circling back due to poison clouds.

Never face Grobbulus to the raid to prevent extra Fallout Slime spawns.

OT picks up Fallout Slime that spawns.

Healers

Do not Cleanse Mutating Injection, but do heal the target after it explodes.

DPS

Melee may want to focus on adds and ranged attacks to prevent Fallout Slime spawn.

1 DPS switch to Fallout Slime once it spawns, then back to Grobbulus.

Gluth – Plague-dog

Zombie Chow

Adds keep spawning from side.

Stacking +damage debuff prevents off-tanking, must be kited instead until decimate.

Dedicated kiter required, usually a paladin using consecration on healer group for aggro.

Mortal Wound

10% -healing stacking debuff on MT.

Decimate

Reduce all players and zombies to 5% health.

All zombies will ignore aggro and run to Gluth to heal him for 5% each.

Enrage

Enrages every 10 seconds, Hunter or Rogue can and should remove this.

Tanks

MT tanks Gluth at the far door, facing the raid to maximize zombie travel distance.

MT/OT taunt rotation every 15 seconds to prevent high Mortal Wound stack.

Healers

Heal MT after decimate first, group heal raid next.

Zombie kiter also needs heals.

DPS

Most DPS focus on Gluth until decimate, some DPS help zombie kiter with snares.

After decimate, all DPS snare and AoE the zombies before they reach Gluth.

Thaddius – Flesh titan

Feugen & Stalagg

One group for each mini-boss, with equal DPS, 1 tank and 1 healer in each group.

Kill both at the same time to prevent resurrection. Jump to Thaddius afterwards.

Polarity Shift

Stack near equal polarity players (“+” on left side, “-” on right side), just in reach of Thaddius’ (large) hitbox to maximise distance between groups while allowing melee.

If your polarity changes, move to other side by running past Thaddius on his right side.

Chain Lightning

Chaining low damage attack. Stay in 2 stacks regardless, polarity bonus more important.

Tanks

Feugen & Stalagg tanks teleported to opposing platform every 20 sec, taunt afterwards.

Keep Feugen & Stalagg near Lightning Rods.

OT goes DPS on Thaddius, MT makes sure to also follow polarity shifts.

Healers

Your tank to heal switches on Feugen & Stalagg every 20 seconds.

Low healing required on Thaddius, try to DPS some.

DPS

6 Minute berserk timer, easy if you don’t die and keep proper polarity stacks.


Deathknight / Military wing (SW)

Instructor Razuvious – Human DK

2 DK Understudies

Must be MC’d with orb of domination to tank Razuvious with.

Disrupting Shout

Raidwide AoE.

Jagged Knife

Random target damage + bleed.

Unbalancing Strike

Lethal attack, must always hit an Understudy protected with Shieldwall.

Tanks

Tanks each pick an orb of domination and use the MC’d Understudy to tank Razuvious.

Shieldwall (6), taunt (5) then Blood Strike (4) to keep aggro.

OT shields and taunts when taunt buff nearly expires, other tank dismisses & re-MCs.

Healers

Heal Understudies, Jagged Knife targets and AoE damage.

DPS

Nothing special.

Gothik the Harvester – Undead

Phase 1: 2 Cages

5 Men at each side, stronger DPS at undead side (bone piles), possibly 4 – 6 distribution.

Attacking Gothik starts gauntlet and separates sides with gates.

Killing living mobs spawns stronger undead mobs, prevent overwhelming undead side.

Use CC if needed (shackle undead, sheep humanoid etc).

Phase 2: Boss

After ~4 ½ minutes Gothik will enter combat, at 30% HP the gates between groups open.

CC left over adds if possible and burn boss down.

Harvest Soul

Stacking –stat debuff in phase 2 → DPS race (easy if entire raid still alive).

Shadow Bolt

Tank focussed, possibly affected by mind-numbing poison / curse of tongues.

Tank/ Healers/ DPS

Nothing special.

 The Four Horsemen – 4 mounted DK’s


Each horseman will run into a separate corner and needs its own group:

[R]ivendare: near right – melee DK – 1 tank, 1 healer

[K]or’Thazz: near left – melee DK – 1 tank, 1 healer, 4 DPS

[Z]eliek: far right – caster DK – immobile, nearest player = “tank” – 1 (self) healer

[B]lameux: far left – caster DK – immobile, nearest player = “tank” – 1 (self) healer

Warlocks, off-spec healers and possibly even blood DK’s can “tank” [Z] and [B].

Groups must run to the other DK once they get 3 marks, following the arrows.

[Z] and [B] groups just stay alive till all but healers from [R] and [K] groups join.

DK’s keep casting marks after death, so never leave them alone.

<Damaging Aura>

Rivendare ability. ~ 20 Yard range AoE aura, don’t get hit unnecessarily.

Meteor

Kor’Thazz ability. This damage is shared between nearby players. All stack on tank.

Holy Wrath

Zeliek ability. Chaining damage, doubles each jump. Spread.

Void zones

Blaumeux ability. Don’t stand in them.

Marks

Stacking unique mark for each Horseman. Damage rapidly increases beyond 3rd mark.

Switch to other horseman when 3rd mark hits (caster to caster, melee to melee).

Any horseman without any player within 45 yards = raidwiping damage.

Summon Spirit

Spawned upon Horseman death. Still casts marks and 1-shots melee, so stay at range.

Tanks

At 3rd mark: run to doorway to taunt switch and move into other corner.

Healers

Try to avoid marks by moving out of range just before application, unless you are the only player in range.

DPS

Stack on Kor’Thazz’ tank and blow cooldowns, Spread on Zeliek.


Plague wing (SE)

Noth the Plaguebringer – Necromancer

Curse of the Plaguebringer

Hits 3 random players.

Unless decursed within 10 seconds, damages all nearby players with medium damage.

Plagued Warriors

2 Low damage cleaving adds spawning every 30 seconds.

Blink

Short distance blink, wiping aggro. Since tank is close by, an aggro-switch is not likely.

Phase 2

Every ~2 minutes Noth ports to balcony and more adds spawn. Kill Arcane Mages first.

Tanks

MT tanks Noth, switches to adds in phase 2 and picks up Noth once he teleports back.

OT tanks adds.

Healers

If not decursed, Curse of the Plaguebringer damage is healable.

DPS

Focus on Noth until many adds are accumulated at OT, AoE them down, back to Noth.

Heigan the Unclean – Dance instructor







3 Out of 4 “pie slices” of the floor are hit by large damage (Eruption).

To prevent damage, move to the safe tile (1 → 2 → 3 → 4 → 3 → 2 etc), aka dancing.

Due to lag, don’t try to follow other players’ movement during the dance.

Don’t run unnecessarily far into tiles 1 and 4 to minimize travel distance.

The [R]aised platform is a safe spot, where ranged and healers are to stand.


Alternatively, tank + melee stands on far SE corner of platform while ranged stands on the opposite corner. This puts the entire raid in the safe spot, making phase 1 trivial.



Spell Disruption

Spell slowing aura around Heigan, 20 yard range.

Decrepit Fever

Disease cast on random target within 20 yards of Heigan, curable.

Reduces maximum health to 50% and does DoT to nearby players.

Phase 2

Heigan teleports to the [R]aised platform, raid stops most DPS and focuses on survival.

The platform is covered by heavy AoE damage and Eruption speeds up.

All players do the dance starting at tile 1, staying well away from the platform.

After 45 seconds back to phase 1, again starting with tile 1 as safe tile.

Tanks

Don’t tank Heigan too close to the platform to prevent Spell Disruption against casters.

Healers

Cure Decrepit Fever.

DPS

Nothing special.

Loatheb – Fungal Monster

Necrotic Aura

Raidwide -100% healing debuff, lasts 17 seconds, cast every 20 seconds, leaving a three second healing window.

Deathbloom

Raidwide “reversed lifebloom”.

Inevitable Doom

Raidwide DoT, increasing as time progresses, removed with Iceblock / Divine Shield.

Spores

Killing these gives up to 5 nearby players +50% crit and -100% threat “debuff”.

Share spores with other DPS / healers.

Tank

MT tanks Loatheb, no OT.

Reserve self-heals for Necrotica Aura window.

Don’t pick up spore “debuff” unless well ahead on aggro.

Healers

Time AoE heal to go off at start of Necrotic Aura window, then spam instants.

Shields are not affected by Necrotic Aura, HoTs are, but precast to tick during window.

Try to DPS some during Necrotic Aura, even wand/autoattack.

DPS

Use self-heals during Necrotic Aura window.


Frostwyrm Lair (C)

Sapphiron – Frostwyrm

Phases

Phase 1: Ground phase.

Phase 2: Air phase: 2 Frost bolts followed by Frost Breath. Back to Phase 1.

Positioning

Melee DPS stand at hind legs to avoid breath/tail swipe attacks.

Ranged / Healers on same side as melee to prevent outranging healers and not reaching iceblocks.

Frost Aura

Permanent heavy raidwide frost DoT, Frost resistance very helpful but not mandatory.

Life Drain

Life draining curse. Decurse if possible.

Chill

Moving ice storms that damage and slow. All but tank avoid these.

Frost Bolt

Cast at start of phase 2, encasing two players in iceblocks and damaging nearby players.

Spread near first player hit and get in position for Frost Breath after 2nd hit.

Frost Breath

Lethal AoE attack originating from center of room.

LoS this attack by standing behind an iceblocked player.

Tank

MT tanks Sapphiron facing Kel’Thuzads’ chamber.

Don’t move, even when hit by Chill.

Pick Sapphiron up after phase 2 and drag back to tanking location.

Healers

Heavy constant raidwide damage. Use groupheals if possible

DPS

Nothing special.

Kel'Thuzad – Lich

Gauntlet

The boss sends adds in a timed gauntlet at the raid before joining himself after 4 minutes:

Abomination: Random target Mortal Strike, use two tanks to prevent high stack.

Soldier/Soul Weaver: Slow moving suicide bombers, should not reach raid.

Frost Bolt

Large tank damage + snare, try to interrupt its 2 second cast.

Frost Bolt Volley

Instant cast raidwide damage + snare.

Frost Blast

Dot + incapacitate on random target with 10 yard chain range.

Ranged + healers must spread to prevent chaining, leaving some space for melee to run.

Melee in 3 groups around each side of Kel’Thuzad, 10 yards from each other and tank.

Shadow Fissure

Lethal void zone with 5 second timer, run out of the red fissure.

Mana Detonation

5 Second timer before damaging and mana-burning casters within 10 yards.

Melee casters run out, ranged casters should already by at 10 yards distance.

Guardians

2 Adds summoned at 40% health.

Should be off-tanked rather then killed.

Stacking grow buff makes this a DPS race.

Tanks

Try to have two tanks on Abominations.

MT picks up Kel’Thuzad and tanks him in centre of the room.

MT only moves to avoid Shadow Fissure.

OT stays in alcove if no space in melee DPS group, pick up Guardians once they spawn.

Healers

Heal lethal Frost Blast DoT within 4 seconds.

DPS

Ranged must snare and kill Soldiers and Soul Weavers during the gauntlet.

Melee kills Abominations during the gauntlet.

Save long cooldowns for the last 40% health of Kel’Thuzad.