Healing Naxxramas – Maexxna (10 man)

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.

Healing Naxxramas – Gothik the Harvester (10 man)

gothik 

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!

Know what the Worse Thing in Wrath Is?

serious

Nevermind that Retribution Paladins are overpowered.
… of that class balance is non-existent.
… or that herb prices are off the charts.
… or the mount and pet disappearing bug.
… or messed up UI’s.

There is one major problem that trumps them all. Did you know this issue has been prevalent since the era of Molten Core? It wasn’t an issue then, sure. But it always represented a thorn on the side of raiding Guilds everywhere.

In Burning Crusade, Blizzard has proven yet again they glaze over severe problems. They addressed many mistakes since Vanilla WoW and showed some savvy in raid design in Burning Crusade.

When I went into Wrath with the intent of beta raiding, I prayed long and hard that this monstrous issue would be fixed. To my utter dismay, I have discovered they have not. Do you realize what this means? This could potentially kill Guilds everywhere before they even get off the ground!

The colossal problem that I’m referring to?

chest-loot

It is the looting of chests.

In Molten Core, it wasn’t a problem as raid leaders could master loot items.

In Karazhan, there were only 10 players to worry about with everyone wanted badges.

But in Naxxramas, the 4 Horsemen drop a chest. With Badges (or Emblems). They’re lootable by everyone. That’s 25 players who want badges. 25 players that will be spam clicking the chest.

This is a serious problem.

25 players each taking 10 seconds to loot a chest.

That’s almost 4 minutes of pure chest looting.

Which means it’s 4 less minutes to save the world.

Something must be done!

Image credits: coolza

Healing Naxxramas – Instructor Razuvious (10 man)

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 gimmick

razuvious-orb 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.

Above: Picture of an orb controller.
Below: Orb controller in action.

razuvious-orb2

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).

understudy-ability

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.

Loot

More guides to healing Naxx can be found here.

Healing Naxxramas – Anub’Rekhan

anub-header

Anub’Rekhan is the first boss of the Arachnid Quarter (Spider Wing). Most guilds entering Naxxramas for the first time will wish to go and try their luck against him initially as he’s the easiest boss to get to. He’s a really big Spider boss with a few tricks up his sleeve.

Anub is a two phase, repeating encounter.

Phase 1

Anub does a knock back. Your MT is going to want to position him against the far back wall with the boss facing the right (Look at my diagram).

Every so often he’s going to use an ability called Impale. It’s a straight line damage spell which knocks players in the air if they get hit by it. In other words, anyone in the path of an Impale will get thrown in the air.

WoWScrnShot_091308_102037 He likes to spawn a mob during this phase. Have your off tank keep an eye for one. When you kill it, it’s going to spawn these mini-mobs called Corpse Scarabs. Have any AoE DPS lock them in place and burn them down before they get on the tanks and healers.

WoWScrnShot_091308_102157 So for instance, the red arrow signifies an example Impale targeting a blue raid member. I, being the idiot Dwarf I am, is standing just ahead of him. I’m close enough that I would get struck by Impale as well. 

Impale’s target the player. They’re inevitable and players will get hit by them. But we want to minimize it by having them spread out in a staggered line facing Anub. Impale will hit for about 4400 on Cloth.

Really important: See the green slime? Don’t stand in those. Or run into there. Don’t come in contact with it. Trust me.

Example: Stop’s Warlock is right behind me. Anub targets him and lights up an Impale. The two of us go flying in the air. I pop a CoH in the air to help boost our health a little and Levitate down. Stop just… lands really hard and continues DPSing.

anub-phase1

Phase 2

In this phase, your tank has to do one really important thing:

run-forrest

Run along the outer edge of the room in a circular fashion (Refer to the image header at the top). By outer edge, I mean run in the green slime pit but not in the actual slime. You can still run on the outer rim without getting in contact with it. Anub slows down a lot. In addition, he’s going to use an ability called Locust Swarm. At this point, all casters and healers should fall back to the middle of the room. Locust Swarm will silence players and hurt a lot. It’s a 30 yard radius stretching out from Anub’Rekhan that’s in constant effect (like an aura almost) In this phase.

WoWScrnShot_091308_091910

Similar to the first phase, he also summons a mob. Make sure your OT jumps on it.

Make sure your tank does not run it into the raid. It’s absolutely imperative that they run along the outside. When you run to the other side of the room, Locust Swarm should expire and he’ll return to phase 1 mode.

The green arrows signify the path your tank should take. Note how the scattered raid has collapsed to the center. The second time you enter phase 2, go ahead and take the reverse path back up.

anub-phase2

Pro tip: Are your tanks out of shape? Their armour really heavy? Having a hard time running away from the boss? If you have a Hunter, have them activate Aspect of the Pack temporarily. Death Knights should switch to Unholy Aura for increased run speed. If you have a Warrior as a tank, feel free to have a player jump across the river of goo and have your Warrior intercept into them.

Just take care you don’t run too fast that Anub starts cutting across the raid.

Healing

Anub hits fairly hard. I’m going to suggest a 2 healer on MT with 1 healer on the raid and OT. Note that the raid doesn’t take a lot of damage throughout the encounter as long as they spread themselves out to avoid and mitigate Impale damage. Once the impale hits, your 3rd healer should drop a few AoE spells or whatever to get them back up (I’m not telling you what spells to use. You’re in Naxx now).

Like I said earlier in Phase 2, collapse to the middle. Try to load up the tanks with as much HoTs and mitigation spells or abilities as possible. If you need to sneak out and hit your tank with an emergency heal, do it even if it means risking a Locust Swarm. You should be able to max range the tank without getting affected by it. Another method is to run slightly ahead of the tank so that you still remain out of range of Locust Swarm.

Example: Assuming I’m a Discipline Priest, I would park myself on the side and heal the MT. Anna, on her Resto Shaman, would be tasked to healing the raid. Jess’s Resto Druid would be unloading HoTs on the MT as wel as any melee players that are up front.

Loot

Edit: Clarified tank path during phase 2.