10 Man Naxx Guide

Naxxramas is an instance that was once located in the Eastern Plaguelands, but for the WotLK expansion it has been re-tuned and moved to Northrend. The instance is now floating above eastern Dragonblight and can be completed by 10 or 25-man groups by playing on normal or heroic modes, respectively.

The instance features four main wings (listed below). The wings may be completed in any order and are required in order to advance to the final wing, Frostwyrm Lair. Frostywyrm Lair holds the instance’s final 2 bosses.

Naxxramas is considered an entry level dungeon for Wrath of the Lich King, in being such it’s certainly more on the easy side. New level 80 players will find it an excellent challenge and place to hone their skills.

Abomination Wing

Spider Wing

Military Wing

Plague Wing

Frostwyrm Lair

Naxxramas 10 Man Raid: The Four Horsemen Video



Naxxramas 10 Man Raid: The Four Horsemen Video

Naxxramas 10 Man Raid: Noth the Plaguebringer Video



Naxxramas 10 Man Raid: Noth the Plaguebringer Video

Naxxramas 10 Man Raid: Maexxna Boss Video

Naxxramas 10 Man Raid: Eye of Eternity: Malygo Video

Naxxramas 10 Man Raid: Heigan the Unclean Video

Naxxramas 10 Man Raid: Grand Widow Faerlina Boss Video

Naxxramas 10 Man Raid: Loatheb Boss Video

Naxxramas 10 Man Raid: GARGOYLE Boss Video

Naxxramas 10 Man Raid: Anub'Rekhan Video



Naxxramas 10 Man Raid: Anub'Rekhan Video

10 Man Naxx Healers : Loatheb Guide

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.

10 Man Naxx Healers : Patchwerk Guide

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.

10 Man Naxx Healers : Grand Widow Faerlina Guide

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.

10 Man Naxx Healers : Robbulus Guide

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.

10 Man Naxx Healers : Gluth Guide

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

10 Man Naxx Healers : Thaddius Guide

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.

10 Man Naxx Healers : Four Horsemen

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:

* Mark of Rivendare
* Mark of Zeliek
* Mark of Korth’azz
* Mark of Blaumeux

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:

* Baron Rivendare: Unholy Shadow
* Thane Korth’azz: Meteor
* Sir Zeliek: Holy Wrath
* Lady Blaumeux: Void Zone




























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.


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.

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.

10 Man Naxx Healers : Instructor Razuvious


Instructor Razuvious is the first boss of the Military Quarter (Death Knight Wing). He’s a rather unique fight in that your tanks don’t actually tank him themselves. Tanks have to hold threat indirectly.

The first thing you have to understand is that Razuvious hits really hard. He hits harder than normal. He hits so hard he can remold the face of your bear tank and dent plate in others. He has 2 Understudy’s with him. There are 2 orbs on either side. The goal here is for your tanks to activate the orb thus granting control of the Understudy’s to you. Your players have to use their abilities to tank him. They have to taunt off each other and activate their abilities accordingly.

Who should MC? The groups I ran with had both main and off tanks on the orbs. For Guilds going in for the first time, I don’t advise this. I’d suggest having a tank and a random DPS use the orbs. The reason being is that if a mob breaks early and the orb controller can’t get the Understudy back, your tank can blow a taunt and temporarily hold aggro until the orb controller can get it back.

Abilities

  • Random throw: Applies DoT damage to players. Need a healer to get them back up. Similar to the Zul’Jin phase 1 mechanic in Zul’Aman.

Releasing control allows the Understudys to gain all of their health back (this may have been changed with recent beta builds). Ranged and healers will want to stand at maximum range. When your orb players lose control, the Understudy will immediately run towards players who have MC’d them. Tank Raz as far away as possible to buy time for your orb players to pick it up again.

If you look at the header image at the beginning, note that room is circular in shape. Tank Raz at the very top part as much as you can.

Understudy’s CAN be healed. But please don’t rely on it too much. I suggest placing 1 healer on the raid, 2 on the Understudys (1 each).

The Understudy has 3 abilities:

  • 4: Damaging melee attack (I think)
  • 5: Taunt
  • 6: Bone Barrier which reduces magical and physical damage taken by 75% for 20 seconds. You definitely want to use this.
  • 1: Auto-attack


Vocabulary

Communication is extremely important. When I took down Raz, I’ve heard successful tanks use the following:

  • “Taunt ready!” (When their taunt cooldown is up)
  • “Taunt now!” (When the tank is about to lose control and needs the other tank to take over)
  • “Debuff is off!” (There’s an Orb debuff that prevents them from using any orb for about 60 seconds)
  • “Losing him in 5!” (Provides a 5 second warning that the MC spell is about to fall off and that the other tank should pick him up while the original tank is going to lose control of an Understudy and has to use an Orb again)

Note: I’m going to re-emphasize this again. Healers can NOT sustain Understudy’s on their own for extended periods of time. Don’t try to tank it with just 1 Understudy the whole way. Tank switching and Orb releasing is imperative. The job for healers in this fight is to help extend Understudy’s for as long as possible.

1 healer on the raid to cover up the DoT damage that’s applied and the other 2 on the Understudy’s should be more than enough. This is a DPS fight more than anything else.

When it’s over

We’re not done yet. We still have 2 of these MC’d mobs up. Have one of your tanks release control and have the other Understudy taunt that. Use the mob to tank the other mob. As soon as you DPS that one down, have your free tank (Main or off tank) taunt the remaining one. DPS that down and you’re home free.

10 Man Naxx Healers : Gothik the Harvester

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!

10 Man Naxx Healers : 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.

10 Man Raid Naxx : Military Quarter Guide

The Military Wing contains 3 bosses and consists of humonoids, death knights, and their mounts. The bosses of this wing require more strategy then brute force with the final boss - the 4 horseman - considered one of the hardest bosses to learn.

10 Man Raid Naxx : Construct Quarter Guide

The Construct Wing contains 4 bosses and consists of abominations, slimes, and reanimated undead. The first boss, Patchwerk, is the hardest first boss of the 4 wings and a major gear check - which makes this wing one of the last one that raids should tackle.

10 Man Raid Naxx : Plague Quarter Guide

The Plague Wing contains 3 bosses and consists of undead mosters. The first 2 bosses are on the easier side so this is a good wing to start with for those new to the instance.

The first pull in this wing is a Stoneskin Gargolye - this mob will cast Stone Form whenever it is about to die - if the raid can not burst down the gargoyle before the cast is complete the gargoyle will regen a large portion of its health back and will repeat this process over and over - so be sure to save all cooldowns till it starts casting the spell. Further in are packs of Ghouls and Slimes - neither do anything special but the slimes move very slow so can be kited by and ranged class if perfered. The slimes also constantly change to become immune to a certain school of magic - so if your current spells aren't working try switching to a different school of magic. You will also have to face 2 gargoyles at once after the slim/ghoul packs, which makes burning down one more urgent since they do a stacking poison on the raid. Head down the stairs and you will see Noth standing by himself

10 Man Raid Naxx : Arachnid Quarter Guide

The Arachnid Wing contains 3 bosses and consists of spiders, nerubians, and crypt lords. The first 2 bosses are on the easier side so this is a good wing to start with for those new to the instance.

10 Man Naxx For Shaman : Spider Wings Guide

Naxxramas: Spider Wing

Anub’Rekhan: This is the first boss you will encounter in the Spider wing. He is alone in a large round room. The basic fight is a tank and spank with a spawned add until phase two. This is where AR cast locust swarm and the raid group collapses into the center of the room while the tank kites AR around the perimeter of the room (12 to 6 then 6 to 12). During the locust swarm the tank is usually out of range for heals without the healer getting locust swarm. To help get the tank through this phase cast a fresh earth shield on the tank and well as a riptide. Between the shield and the HoT from riptide it should be enough to get the tank to his next tanking position. Another thing is have two healers in the middle handling off tank and raid heals and another healer at the end of the kite path. This will allow a healer to pick the tank up ASAP during the last couple of pounding hits from AR without getting hit with locust swarm.

Another thing to try is not as much related to healing, but more about damage output. When you are just starting to run Naxx, the gear of your DPS might not be up to snuff and you may end up hitting AR’s enrage timer. To handle this, after the tank gets agro, use bloodlust for an initial boost of DPS when everyone is able to focus on QR before the adds and scarabs. If you are running with multiple shamans, you will be able to get a second bloodlust to burn down AR towards the end of the fight.

Grand Widow Faerlina: GWF is Boss number two in a room for of spiders and acolytes. Have the tank clear the room group by group by line of sight pulling them. The fight requires some coordination. The main tank will engage GWF on the platform and the off tank will grab the adds and move them to one side of the stairs. Each time she goes into frenzy, the main tank will pull her to adds where the DPS will burn one down quick to remove the effect. Once the effect is removed the tank will move her away until the next frenzy. I haven’t seen any special tips on healing this, other than as a shaman, you will have your hands full with AoE damage. Make sure to let the raid know to move out of the AoE right away if they are not already doing so.

Maexxna: Ok, now we have yet to down Maexxna but the few times we ran it there are some things you want to do during this encounter. During the fight there is some nasty poison, especially Necrotic Poison that reduces heals on the tank that needs to be cleansed right away. Also every 40 seconds web spray is cast that is a 4 sec incapacitate. During this time you can’t heal or cleanse. Before web spray make sure to cast a fresh earth shield and a riptide and drop your poison cleansing totem to help the tank survive during the 4 seconds.

Maexxna’s other fun ability is web wrap. This will launch someone to the webbed wall behind you. The wrap is similar to Illhoof’s chains and needs to be destroyed quickly before the target is dead. If your DPS is lacking, you will have to position a healer close to the wall to heal the affected target until the DPS can get them freed.

10 Man Raid Loot for Naxxramas

Preface: These raid lists are setup differently from the standard class lists. Here you will find raid loot for Naxxramas as of patch 3.0

* All sections are setup as a matrix of the item in question matched with primary, secondary, and tertiary class assignments. Clicking here will open a window with a much more detailed explanation of how items are weighted towards each class.

* Almost certainly if you are raiding there will be no "rolling" on loot, rather you will most likely be "bidding" on the loot through some kind of DKP system (google is your friend if you don't know what DKP is). Know that there are a huge variety of DKP systems; some will only allow certain classes to roll, others open rolling to all, others place a DKP penalty for items which rank lower for that particular class. These lists are for both players and raid leaders to help determine who drops what, how valued the item is, and how well it benefits the raid group.

* Finally, there is no "correct" answer to a loot methodology and this system is just a guideline to what many guilds have already done. Guild leaders may use all, some, or none of the ratings here and may adjust these as seen fit


Who is Naxxramas

Naxxramas is an entry-level raid instance floating above the Dragonblight, and is available in both 10-man and 25-man versions. It has the shape of a necropolis and has the questionable honor to serve as the seat of one of the Lich King's most powerful officers, the dreaded lich Kel'Thuzad.

The original incarnation of the instance was regarded as the most difficult pre-Burning Crusade raid, and required 40 well-equipped players to complete. In the World of Warcraft: Wrath of the Lich King expansion, Naxxramas was moved to Northrend and retuned to be the introductory level 80 raid dungeon. Like all other Wrath raid dungeons, Naxxramas has both 10-man and 25-man versions.

History of Naxxramas
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An ancient Nerubian ziggurat, Naxxramas was torn free from the ground by agents of the Lich King to serve as Kel'Thuzad's base of operations as he spreads the plague throughout Lordaeron.RtD 3 Other sources say Obrahiim, the Traveler, a great skeletal architect, was pivotal in the conception of Naxxramas, hinting that it was altered or retooled.

Due to Kel'Thuzad fighting a war against the Scarlet Crusade, the Argent Dawn, the Forsaken and the Humans of the Alliance, as well as constant incursions of adventurers from every race and nation into the Scourge-controlled Plaguelands on a daily basis, his forces have been severely taxed to maintain the security of his necropolis. But now the gates of Naxxramas are open, Kel'Thuzad's new forces are rapidly sweeping away all opposition to the Scourge.