Naxxramas - Spider: Anub'Rekhan°¤ÅØÉÛÍëÔ¬
- 2007/06/16(Sat) -
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Note: Most of whats written here comes from wowwiki.com as its a good guide and entirely correct.

Abilities

Impale: Random target 10 yard AoE dealing 2500-3000 direct damage plus fall damage based on the maximum health of the player. Can be healed and mitigated by spreading out and using slow-fall abilities.

Corpse Scarabs: Whenever a raid member dies, several Scarabs (5-8) will spawn from their corpse. The scarabs are non-elite 60's with around 6000 health and can cause 200-300 damage a hit. With only one death, the scarabs are more of a nuisance, as they can be frost-nova'd and AoE'd fairly easily. Any more than 1-2 deaths will cause this to be a significant issue to the raid, and things will often spiral out of control very quickly if 2-3 people die at the same time. Corpse scarabs also spawn from the corpses of Anub'Rekhan's Crypt Guards.

Locust Swarm: Anub'rekhan casts a spell that causes AoE damage in a wide radius (30 yards) around him, he will also slow to 40% of normal run speed. Remaining in the radius of effect will cause a DoT debuff to stack repeatedly, dealing a large amount of damage, around 500 damage/sec per stack. When he casts this spell, a Crypt Guard will spawn at his initial engage point. Curse of Tongues will slow down this cast and is (extremely) important to surviving.

Crypt Guards:
- Cleave: ~1000 damage to melee.
Poison DoT: Stacking Posion DoT which stacks almost every attack, counter this by having a second tank taunting fairly often.
- AoE Net: Stops all movement for all those affected, it is important that melee get into position before the add does this attack.
- Explode: 10-15 seconds after they are killed, Anub'Rekhan can use an attack to explode their corpse, causing ~10 Scarab Beetles to spawn. Distance to Anub'Rekhan seems to be a factor to whether or not he will explode the corpse.
- Weakness: Can be stunned

Pull

Tanking Setup:
1 Warrior, 1 Hunter, and 3-4 healers for Anub'Rekhan
2 Warriors and 2-3 healers for left Crypt Guard
2 Warriors and 2-3 healers for right Crypt Guard

The rest of the healers will be designated for recently Impaled players.
There are two spots to tank Anub'Rekhan; where he stands when you engage him, or pulled back by a hunter to the entry-way of the room. After he is pulled into position, the MT should face Anub'Rekhan towards the East, the reasoning for this is explained in the next section.

The two Crypt Guards need to be tanked as close as possible to their initial postions, with them facing away from the DPS to avoid cleaves. Since they are very susceptable to stuns, rogues and warriors should be trying to keep him stun-locked in place while DPS takes them down first.

The left Guard should be taken out first, and his tank should not be getting more than 3-4 applications of the poison DoT. If he is, then the stuns need to better timed, or a second warrior needs to be taunting. Meanwhile, the two tanks for the right Guard should be bouncing aggro back and forth with taunts to avoid the DoT stacking too high. DPS finishes off the left Guard before coming over to kill the right the same way.

At this point the first corpse may have exploded into scarabs. If so, have Mages frost nova them into place before Warlocks/Mages AoE them down.
After the right Guard dies, you should be 60-75 seconds into the fight. Only ranged DPS can go onto Anub'Rekhan before the first kite. Melee should stand on the corpse, picking up scarabs if it explodes, they would only have about 10 seconds to do damage before they would need to back out for the Locust Swarm.

Process

The key to avoiding the Locust Swarm is to have the MT visually spot that attack occuring. The only cue to this attack is to watch Anub'rekhan lift his tail into the air, almost bowing at the MT. After the tail lift, the MT has about 2 seconds to get out of range before the DoT begins to be applied. There is no emote associated with this attack, only the visual cue.

The most important part of the fight is the kiting that needs to occur every ~90 seconds. Keep a timer going after each Locust Swarm cast.

As soon as Anub'Rekhan bows at the MT, signaling the beginning of Locust Swarm, the MT must immediately start running around the east side ring of the room, just beyond the poison slime ring. The MT should stop running when he reaches 12/6 O'Clock, depending on where you initially tanked him. Everyone else needs to back out of the 30 yard range of the Swarm, including MT healers.

As soon as the MT starts running, the Hunter in his group must also turn on Aspect of the Pack and run ahead of him around the same outer ring and turning off Aspect when the MT is in the 12/6 O'Clock position. If done properly, only 1-2 applications of Locust Swarm should be on the MT, just enough to be healed through.

Reaction time to the tail lift is crucial to surviving each kite, a 2 second delay will spell a wipe for the raid. It is also just as important that the tank avoid stepping into the slime ring, as it will put a debuff reducing all stats to 10% of normal, effectively dropping his max health by 5-6000 points.

At the same time the Locust Swarm is cast, a brand new Crypt Guard will spawn at Anub'Rekhan's inital engage point. This add should be pulled towards the western part of the room, to stay out of range of the Locust Swarm, and is killed identically to how the first two were brought down. After the newly spawned Guard is killed, all DPS can go back onto Anub'Rekhan, again, having 2 mages keep an eye out for scarabs. If done quickly and efficiently, this leaves 45 seconds of straight DPS on Anub'Rekhan before melee must back out and the next kite and spawn occurs.

80 seconds after each Locust Swarm cast, all melee DPS needs to back out of range and prepare for the next Crypt Guard spawn.

Rinse and repeat 4-6 times to bring Anub'Rekhan down.

Ramblings

Have 1 Priest and Druid cast PW:Shield, Renew, Regrowth, and Rejuvenation on the MT as soon as they see the tail go up in the air, this should provide enough healing for 1-2 Locust Swarms.

1-2 healers can be at the other end of the room, during the kite, to heal the MT if he got a few Locus Swarm stacks on him (shouldnt get any in the first place, but better safe than sorry).

Swiftness potions can be used on alternative kites for safety. Alternate kites because they are on a 2 minute cooldown, you cannot use them for every single swarm.

Detect Magic for the Announce Mods to work properly.
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Naxxramas - Deathknight: Instructor Razuvious¶µ´±ÙÇÁɰÝÔü»Û
- 2007/06/16(Sat) -
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Abilities

Unbalancing Strike: Hits at random intervals for 350% weapon damage on the Tank (6-10k damage) and reduces defense by 100 for 6 sec.

Disruptive Shout: Razuvious yells every 25 sec. Everyone who gets hit by it looses 4500 mana and takes 1.5 dmg per mana lost. LoS affected.

Razuvious does an exceptional lot of melee damage and cannot be tanked by a Warrior for a long time.

Deathknight Understudies

There are 4 of these "Pupils". Each one of them has aroun 150k HP and can be mindcontrolled. Once mindcontrolled they have the following abilities:

Shield Wall: Same as the ability a normal Warrior has.

Taunt: 20 sec duration, 60 sec cooldown. Once casted on Razuvious he attacks the mindcontrolled Understudy and the raid doesnt have to worry about aggro. After 20 seconds Razuvious uses his normal aggro list again.

Once the Mind Control ends or breaks the Understudy gains a debuff called Mind Exhaustion that lasts 45 seconds and makes it immune to Mind Control.

Process

Overview: The raid mindcontrols the Deathknight Understudies and tanks Razuvious by rotating them.

First of all it helps to have one or two Priests specced in the way to get less resists on mindcontrols. Thats not neccessary, but it helps (a lot). All Understudies should have a Curse of Shadow on them.

To begin with, 4 tank groups are formed. These get a warrior and 2 healers (Paladin + Priest) plus a hunter to pull. Their job is to tank the Understudies that arent being mindcontrolled at the moment.

All remaining healers mind keeping the mindcontrolled Understudies alive. Aside from the tanking understudy and the 4 OTs nobody should receive damage. That is, if everything is working as intended.

The pull works like this:

- A paladin runs in to get initial aggro, then immediately bubbles up.
- 2 Rogues follow the Paladin on his heels, once in Combat they activate evasion and start hitting Razuvious to get aggro. They immediately position him in the correct spot for tanking.
- Hunters peel all 4 Understudies to their designated Offtanks.
- Before the Evasion runs out teh first Priest Mind Controls an Understudy and starts tanking Razuvious with it.
- Everyone else gets in position as shown above.

If your Priests specced "Shadow Focus" youre pretty much safe from any Mind Control breaks and this fight is on easy-mode and you simply rotate Understudies every 30 sec to make maximum use of Shield Wall. If you got only 1, have the shadow priest tank as long as possible, and backup the 2nd Priest with another Understudy to Taunt in case the MC breaks (this WILL happen). If you have no Priest specced "Shadow Focus", bring in a new Understudy every 15-20 seconds.

All rogues stay alert to activate Evasion in case MC breaks an Razuvious has to be tanked by a player briefly.

DPS can go all out. Mana uses beware of the Yell and just find cover when it's due.

This goes on until Razuvious is dead.

Ramblings

Damage on the understudies should be limited. Sunder Armor should not be used or allowed to run out in time before they get mindcontrolled so Rarouvious doesnt hit on a weakened Understudy.

Its not neccessary to mind ones aggro as it is impossible to draw aggro off the Understudies.

A Understudy has roughly 150k HP and the instructor hits for 15k. So they will require quite some healing. If its getting close, Shield Wall has to be used to buy some time for healing.

Also all mana-users have to stay way from the Disruptive Shout. This is done by LoS positioning similar to Firemaw.

Shadow Focus helps a lot to prevent Mind Control from breaking (this is really true).
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Naxxramas - Spider: Grand Widow Faerlinaüî½÷ÖàË¡ÎÖÕ±
- 2007/06/16(Sat) -
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Abilities

Poison Bolt Volley: Every 10 sec, Faerlina shoots Poison Bolts on 10 targets in range. These deal 1400 nature and leave a 8 sec Poison DoT that does another 450 dmg per 2 sec. The DoT component can be dispelled (poison).

Rain of Fire: Periodical. Faerlina picks a random player within 40 yds and casts a Fire Rain on him. Everyone within 10 yds around the original target gets hit for 2000 fire. Rain of Fire comes in 3 waves at 2 sec intervals.

Enrage: Every 60 sec Faerlina enrages. This increases her attack speed by 50% and damage by 500 per hit.

Faerlina comes with 6 adds. 4 Worshippers and 2 Followes. When a Worshipper is Mindcontrolled he can be sacrificed which silences Faerlina's Nature spells for 30 seconds. The ability has to be activated within 10 yds of Faerlina.

Process

The fight against Faerlina is rather simple:

1) Spread out so the Rain of fire doesnt hit more than one or two (use /ctw). If it hit, run quick to avoide the subsequent waves.

2) The DoT from Poison Bolt Volleys has to be cleanesd immediately to avoid excessive damage.

3) One Worshipper is mindcontrolled to silence Faerlina's Nature Spells to prevent Poison Volleys.

In practice it looks like this:

The 6 Ads are assigned to 6 OTs and the MT picks Faerlina. The Warriors bodypull their Adds (or hunters distracing shot them) and spread them apart. Worshippers are kept close to Faerlina but stil far apart.

The first to die are the two Followers. They have 100k HP each. Once they are dead, DPS on Faerlina.

Once the first Follower is down the OT starts building aggro on Faerlina in case the MT dies.

45 seconds into the fight (15 sec before the first enrage) a Worshipper gets mindcontrolled and brought to Faerlina. 10 sec before the enrage and briefly before the next Poison Volley he is being sacrificed to silence Faerlina's nature spells. Now there wont be any Poison Volleys for 30 seconds.

When the Enrage starts, the MT needs a lot more healing. Especially when he gets hit by a Rain of Fire. Shield and Instant Heal rotation should be coordinated. Before every Enrage the MT should get all 3 HoTs.

This process repeats until all Worshippers are sacrificed (always 10 sec before the enrage) and Faerlina is dead.

Melee should weare some FR gear as the probability to get hit by a fire rain is rather high with 10-15 people within 10 yds. In any case they should have some FR postions ready and drink them before + druing the fight.

Nature Potions are also usefull but no more than 5 Poison Volleys should occur during the Fight.

Generally this fight is rather easy as long as the Poison Bolt is dispelled quickly and every player has 2 Fire and 2 Nature Protection Potions while the MT is healed well.

Why Silence before the enrage? Because much healing is required on the MT during enrage and a Poison Bolt sucks up a lot of attention and healing.

Alternative Tactic

It is possible to tank all 6 adds and DPS Faerlina immediately. In addition she is kept silenced for the first 2 minutes by sacrificing the Worshippers one after another. This way the goal is to bring her down as much as possible during the first 2 minutes and then just pray for enough DPS to kill her after that before everyone dies (Remember Buru?).

Rumor has it that the Enrage can be cancelled by Silence. Which has to be casted AFTER the enrage starts.

Ramblings

To bring order into the chaos a few behavioral rules are defined. This should make the fight more controllable:

1) Worshippers are Tanked behind Faerlina on teh raised platform. The Mindcontroller stands between Faerlina and the Offtanks. This should reduce the probability of Mindcontrol interruption considerably as the fire rains rarely occur on that side of Faerlina due to the lower number of possible targets.

2) Escape direction RANGED. In order to maintain a good spread and high DPS, all ranged positions ONLY strafe sideways to avoid fire rains. Its faster than walking backwards and doesnt create followup problems as from moving forward (closer to faerlina --> clumping and silence debuffs)

3) Escape direction MELEE DPS. In order to get out of a fire rain the quickest possible way all Melee DPS immediatly runs forward when being hit by a Fire rain. Directly THROUGH Faerlina and the MT. The MT will pull away backwards, wait for the rain to fade and then reposition Faerlina with melee DPS already in place on the correct side. In short: Rogues escape directly towards the MT.

4) Follower killing: Followers are tanked and killed simultaneously on the north and south side. Reduces the need for movement and confusion.
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Naxxramas - Spider: Maexxnaî²¹î»ÛǼ
- 2007/06/16(Sat) -
naxx_maexxna.png



ABILITIES

Web Wrap: Cast at the 20 second mark, and then every 40 seconds after that. Sends three players straight back to the wall, encasing them in a cocoon and incapacitating them. This ability sends the player backwards, and they can therefore control the location of their cocoons on the wall. When encased, 650 to 850 Nature damage is done every 2 seconds. The cocoon, which has about 6,000 health, can be destroyed from the outside, freeing the player and causing minimal (300-700) falling damage when he hits the ground.

Web Spray: Cast every 40 seconds incapacitating everyone for 8 seconds, and dealing 1750-2250 Nature damage. This ability cannot be resisted, and the only way to avoid it is to be dead, have Flask of Petrification, have Divine Intervention, or be already incapacitated by Web Wrap.

Poison Shock: Does 1750-2250 Nature damage in a 15 yard frontal cone.

Necrotic Poison: Reduces healing taken by 90% for 30 seconds. This needs to be cleansed immediately, Abolish Poison being the most effective way to remove it during the Web Spray.

Enrage: At 30% health, Maexxna will enrage, increasing attack speed and dealing significantly more damage.

Spider Spawn: 8-10 Small spiders are spawned at the 30 second mark, and then every 40 seconds after that. They hit very fast, but only for 100-150 damage, and only have about 20k health. They are grouped up and AoE'd before the Web Spray commences.

PROCESS

The pull starts with everyone in the raid close to the wall, approximately in the middle of the Cocoon-Web (you can see it easily, it the cobweb on the NW wall). A hunter pulls, the MT intercepts Maexxna once she's half way between here original position and the raid. The MT immediately runs through here, effectively turning her 180¡ë away from the raid before she casts her first Poison Shock. DPS starts once Maexxna is properly positioned. (see illustration).

A few Hunters/Warlocks are ideal for Web Wrap duty, standing a bit farther back, closer to the wall, and targeting the players stuck on the wall, killing the Cocoon before it kills the victim. They are accompanied by a healer each to heal the cocooned players until freed. NOTE: trhere is a bug that causes people in cocoons to be out of LOS for healing --> Just keep casting heals, eventually they get through.

Mages get in position under Maexxna to frostnova and kill any spawing spiderlings. A Warrior (or Paladin with Consecrate) should be casting Demoralizing Shout to keep the spiders attacking and grouped up on him, instead of the healers/AoE'ers behind Maexxna. Small spider spawns should be dealt with before the Web Spray is incoming, otherwise they may kill players low on health, or do additional damage to the main tank, (which should obviosuly be avoided).


Druids and Priests in the raid that have the most +heal (Try to aim for about 1k) should be used to cast Regrowth, Rejuvenation and Renew just before "Web Spray" is incoming. This will provide a total of approxiamtely 1200 healing every tick and will make the Main Tank stay alive.

Two designated druids are cleansing the MT of any Poison Shock that might occur just before web spray. Its critical that this gets dispelled every time immediately.

This fight is on a 40 second cycle, with several mini-phases. Ideal DPS is around 20% per rotation.

RYTHM BREAKDOWN

1-20 seconds - Spent putting solid DPS on Maexxna, no damage should be done to anyone but MT, so top everyone off for the next phases. After the first complete cycle, the first 8 seconds will be spent incapacitated via Web Spray.

20-30 seconds - At 20 seconds, Maexxna will toss 3 random raid members (not MT) onto the cocoon-wall, and will need ranged DPS to destroy the 3 Web Wraps before the next phase. Designated Cocoon healers are required to buy enough time to kill the cocoons.

30-40 seconds - At 30 seconds, Maexxna will spawn 8-10 small spiders from directly underneath her. Mages/Warlocks need to AoE kill them. Frost Nova'ing is very effective. Make sure the Warlocks do not Hellfire, and instead use Rain of Fire, as they will be vulnerable to dying to the Web Spray.
at 40 seconds - Everyone in the room will be affected by Web Spray, doing ~2,000 damage and incapacitating them for 8 seconds. The timing resets to 0 seconds.

HOW TO MAKE THE MT SURVIVE

At roughly 5 seconds (35 seconds into the cycle) before the Web Spray, healers should put all Heal over Times (and PW:Shield) on the MT and max rank heal to ensure that the tank is at full health before Web Spray is cast. It is ESSENTIAL that the MT has an Abolish Poison on him before Web Spray is cast. The Necrotic Poison will negate all the HoTs that were put on the tank unless it is cleansed off.

If the MT is fully buffed, and receives the appropriate, timely heals and cleanse, then he should survive the 8 seconds of Web Spray without dying. This forces the MT to generally be the best geared Warrior in the raid, with a very high health total and gear equivalent to full Wrath equipment.

ENRAGE

At 30 Maexxna enrages. Ideally this happens just after a Web-Spray. The MT has to Shield-Wall and Last Stand as needed. ALL HEALING switches to the MT only. ALL DPS switches to Maexxna. Cocoons are ignored. Spiders are still being killed. Maexxna should die within the next 90 seconds before the healers are OOM.

Ramblings

A Nature's Swiftness/Lay on Hands rotation may also be set up to have at least one instant heal up for the end of each Web Spray. Alternatively, have two druids cast rejuvenation and regrowth on the MT right before the Web Spray, and then have the druids swiftmend as soon as they are free - this will consume both HoT's for instant heals, and since it is on a 15 second cooldown, a rotation will not need to be set up.

Have a druid set to pre-emptively cast Abolish Poison on the MT immediately before the Web Spray.

Maexxna will often kill the tank during the Web Spray if she lands a crit during the enrage, the MT should Last Stand/Lifegiving Gem/Shield Wall/etc. to stay alive during that phase.

Her enrage can be treated like that of Huhuran, in that you can control when it comes. The fight is on a 40 second rotation, and therefore, halfway through a rotation when she is around 50%, Warlocks can cast Curse of Doom. She should be taken down to 30%, just before the Enrage, until the end of the next rotation, so you can start the enrage with multiple 4k damage procs.

It has been witnessed that with surgical timing Rogues (using Vanish) and Mages (with Iceblock) can avoid the Web Spray and continue to DPS her down during the final Web Spray when they would normally be immobilised.

Amplify Magic! Amplify Magic! Amplify Magic!

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