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    Naxxramas 10 man Arachnid quarter

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    Posts : 13
    Join date : 2008-11-30

    Naxxramas 10 man Arachnid quarter Empty Naxxramas 10 man Arachnid quarter

    Post  Admin Wed Dec 10, 2008 12:49 pm

    First encounter is:

    Anub'Rekhan (link to wowwiki)

    Strategy
    Three tanks are ideal for this encounter though it is doable with two. One of them should tank Anub'Rekhan, while the others will tank the Crypt Guard adds and the Scarabs that spawn from their corpses (in the 10-man encounter the two Crypt Guards are not present at the start of the fight, so a third tank is entirely unnecessary). A protection paladin is best suited to add duty, with their good AOE and snap threat, while a warrior or druid is best suited to Main Tanking, as they are able to charge back to the boss if impaled (although a warrior also has Intervene, making them slightly preferable, the boss was done without intervene prior to patch 2.0 by running round the circle, and this is still achievable, particularly in the 10-man). A hunter is helpful but unnecessary.

    The warrior tank will engage Anub'Rekhan and drag him back to where he was standing originally (note that tanking him against the wall can cause evade bugs should the tank be impaled). In the 25-man fight, the other tanks will pick up their Crypt Guards and DPS will focus them down. These should be tanked and killed relatively close to Anub'Rekhan. Due to the acid dot the Crypt Guards apply infinitely these should be killed quickly.

    After this the raid should spread out in a semi circle around Anub'Rekhan to minimize the effects of impale. Mages should be ready near the Crypt Guard corpses to frost nova the Corpse Scarabs as they come out and the offtanks can help pick them up (the offtanks should also be on or near the corpses). Ranged DPS should focus and kill the scarabs before returning to Anub'Rekhan. You should have a decent amount of time to DPS Anub'Rekhan before the first Locust Swarm. One player, ideally a Hunter, and a healer will stand 30 yards from the warrior tank on the edge of the room past the ring of slime. When Locust Swarm is cast all players must immediately run from Anub'Rekhan for the other side of the room and remain more than 30 yards from him for the next 20 seconds.

    The warrior tank, when he sees the Locust Swarm cast bar, must immediately intervene to the hunter and begin kiting Anub'Rekhan along the edge of the slime to the other side of the room. The hunter should have aspect of the pack on. The healer will need to move with them and avoid getting any stacks of Locust Swarm in order to be able to heal the tank and hunter should they be hit. Locust Swarm will end when Anub'Rekhan reaches the other side of the room where he should be tanked as before with the raid spreading out in a half circle. During this time another Crypt Guard will spawn which should be picked up and killed. Mages will need to be aware of Corpse Scarabs spawning from it. After this the encounter continues with Locust Swarms coming every ~90 seconds until Anub'Rekhan is dead.

    If a warrior tank is not used, some form of speed boost is preferable (boot speed enchant, engineering, travelform or cat form on a druid), although since the boss moves at lower than normal runspeed, this is not strictly necessary.


    10-man Abilities
    Anub'Rekhan has approximately 2,230,000 hit points.
    Anub'Rekhan Impale: This is an area of effect ability that targets a random player and hits everyone in a straight line between Anub'Rekhan and the player. It will do 4813 to 6187 Physical damage and launch the affected players high in the air, causing 50% fall damage when they hit the ground.
    Locust Swarm: Every 70-120 seconds, Anub'Rekhan casts a spell that causes AoE damage in a wide radius (30 yards) around him (the AoE remains centered on Anub'Rekhan as he moves), he will also slow to 75% of normal run speed. Remaining in the radius of effect will cause a DoT debuff to stack repeatedly dealing 875 to 1125 Nature damage every 2 seconds per stack as well as silencing those afflicted. When he casts this spell, a Crypt Guard will also spawn at his initial engage point. Lasts 16 seconds.
    NOTE: The Locust Swarm attack has an approximately 90 second cooldown, however the first cast is not at a set time, between 80 seconds and 2 minutes. As well, the Locust Swarm is not a normal silence. Unlike a normal silence, it prevents the use of all abilities (even auto-attack). This means that the MT cannot use Shield Wall or Last Stand to save himself if he gets stacked too high. Items, however, are still able to be used.

    EXTRA NOTE: Aspect of the Pack can be used to get out of the Locust Swarm range but needs good timing from both Main Tank and Hunter. Unholy Aura will also work if the Death Knight stands a little further ahead of the kiting path and runs with the Main tank to the initial tanking place. If you're late on your kiting and start stacking up the debuff, drink a swiftness potion.

    Summon Corpse Scarabs: Whenever there is a corpse in the room (either a player or a Crypt Guard) Anub'Rekhan may decide to spawn corpse scarabs from it. This is not on a set timer. Ten will be spawned from a Crypt Guard and Five from a player. They spawn with threat on random players and will spread out and attack random targets.
    Crypt GuardsThese adds will spawn after every Locust Swarm, they have around 300,000 health. They have a cleave, a stacking acid spit dot that ticks for 500 a stack, an area of effect immobilizing web and a low HP frenzy.


    Grand Widow Faerlina (Link to wowwiki)

    25-man Strategy This is a relatively simple fight. Three tanks are ideal. One tank will pick up the Worshippers and offtank them near the priests in the raid. One will pick up the followers which will be focused down by the DPS classes. The main tank will pick up Faerlina and drag her to the middle of the room where everyone will spread out around her. When the frenzy is about to come off cooldown a priest will mind control one of the Worshippers and move it near Faerlina then use Widow's Embrace when frenzy is cast. Aside from healing her AoE damage this is the entire fight from 100% to 0%. The priest will need to be quick as she hits extremely hard while frenzied and may kill the tank if there is any delay.


    10-man Abilities
    Grand Widow FaerlinaShe has approximately 2,230,000 hit points.

    Poison Bolt Volley:
    This will hit the five closest players to Grand Widow Faerlina, used every 15 seconds. Deals 2625 to 3375 Nature damage and applies a dot that does 1480 to 1720 Nature damage every 2 seconds for eight seconds. Dispellable. Widow's Embrace prevents the use of this ability for 30 seconds.

    Rain of Fire:
    Random Rains of Fire will be cast on players throughout the fight very often. 2775 to 3225 Fire damage every two seconds. Rain of Fire lasts six seconds. 8 yard radius.

    Frenzy:
    This will be used approximately every 60–80 seconds. It will increase Grand Widow Faerlina's physical damage by 150%, her melee haste by 50% and her size by 50%. During it she will hit the tank for upwards of 15,000 damage. Widow's Embrace dispels and prevents the use of this ability for 60 seconds.
    NOTE: You must kill the worshipper AFTER she enrages if you want to stop her for the full 60 seconds. If you sacrifice the Worshipper before the enrage, it will merely delay the enrage for 30 seconds.

    Worshippers There are 4 "Naxxramas Worshipper" NPCs at the start of the fight.

    Worshippers They will be off-tanked for most of the fight, and eventually sacrificed to Faerlina. When killed near Faerlina, they will remove and prevent Frenzy as well as silence Faerlina's nature school for 30 seconds. This fight cannot last more than 4:45 or so because there will be no way to prevent the Frenzy if all the adds are dead. It should be noted that in 10-man, the Worshippers are immune to Mind Control, and must be DPSed down. This can be tricky if your off-tank is overzealous and brings one in particular down too fast. Predetermine a kill order for the worshippers (raid marks work well), and bring one down to ~5%, then kill it once Faerlina enrages.


    Maexxna (Link to wowwiki)

    10-man Abilities

    Maexxna has approximately 2,510,000 hit points.

    Web Wrap:
    Cast at the 20 second mark, and then every 40 seconds after that. Sends one player flying straight back, 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, 2475 to 3025 Nature damage is done every 2 seconds. The cocoon, which has about 6,000 health, can be destroyed from the outside.

    Web Spray:
    Cast every 40 seconds incapacitating everyone in the room including the tank for 6 seconds, dealing 1750 to 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:
    Inflicts 3500 to 4500 Nature damage in a 15 yard frontal cone in front of Maexxna every 10 seconds.

    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. Applied to targets in melee range in front of Maexxna, generally the tank.

    Frenzy:
    At 30% health, Maexxna will go into a killing frenzy that cannot be removed. Increases physical damage by 50%, melee haste by 50% and size by 15%.
    Maexxna Spiderlings - 8 Small spiders are spawned at the 30 second mark, and then every 40 seconds after that. These hit for about 1,000 on cloth and have about 7,300 HP.

    10-man Strategy

    Before the encounter begins have your raid move into the lair to the southwest side (left for the directionally challenged). In front of you will be the boss and a rectangular column poking through the web. Your tank will engage Maexxna at the protruding column while your ranged DPS and healers set up to the west. If you have a mage it is beneficial to have them down with the melee to Frost Nova the spiders when they are summoned and then AOE them down. When someone is in Web Wrap they will be flung to one of two spots on the western wall. Designate two ranged DPS to destroy the webbing in case one of them gets wrapped. Once Maexxna is down to 33% health, stop DPS and wait for a Web Spray. After that is done, blow all your cooldowns and enjoy the DPS race. Healers must keep the Main Tank at full health in case your DPS is unable to bring down the boss. If you have a Paladin healer, and you know you cannot make the Web Spray timer, have the Paladin healer D.I. another healer a few seconds before cast so they will be able to heal the tank during web spray. Do not remove D.I. till Web Spray is cast.

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