Healing Naxxramas – Four Horsemen (10 man)

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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:

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:

Placement

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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.

Example

I was tanking Zeliek and I had a boomkin as a partner on Blaumeux. When we got to 2 debuffs, we’d slowly cheat towards the middle. Once we hit 3, we made a mad dash to the other side and star tanking each others original mob. As I ran by, I loaded up my boomkin partner with Renews, a Prayer of Mending, and a Shield. Similarly, he’d hit me with a full stack of Lifeblooms.

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Center: Me and my Boomkin homeboy tag teaming. Note the Shadow Bolt from the left and the Holy Wrath from the right about to nail the two of us. He’s running right towards my original Knight and I’m running left towards his Knight. Void zone on the bottom left.

Don’t worry extensively about the damage being done. The Holy bolts hit me (clothie Priest) for about 2500.

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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.

Example

That last part may not have been clear, so let me try again.

Ubertank the Death Knight tank is on Korth’azz left. PseudoPally the Paladin tank is on Rivendare on the right. The third mark’s about to hit, so they run towards each other.

At this point, they’re within melee range of each other and will soon begin to acquire debuffs from both Knights.

PseudoPally tanks Korth’azz, turns around, and drags him back to the bottom right. UberTank, the smart Death Knight that he is, realizes that PseudoPally’s taunt affects more than 1 mob at a time and waits for PseudoPally’s taunt to go off before using his own taunt to peel Rivendare off and back to the left.

The two Knights have now switched locations allowing time for the original debuffs of the raid to wear off. DPS stays for a few seconds and DPS Rivendare. After the FIRST MARKS WEARS OFF, they run towards Kor’thazz and the Paladin on Rivendare switches back to healing PseudoPally.

Both Knights should die within seconds of each other as the DPS will be split amongst them fairly equally.

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

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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.

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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.

Did I forget anything? Please post a comment! Questions? Post those too! I’ll do my best to get to them! Otherwise, feel free to check out my healing guide for the Naxxramas bosses.

*** SPOILER*** Missed Dungeons and Raids? Screenshots if You Want to See Them

Mark this post as read if you want to remain in the dark.

For every one else, I had the screenshots in my library for quite a while.

It’s no fun listening to audio streams and listening to “Oohs”, “Ahhs”, and applause without getting to see it.

Check out the last shot, too. I don’t know if anyone’s ever mentioned that yet before. I found it interesting.

So here’s a few shots of Eye of Eternity, Obsidian Sanctum, Halls of Lightning, and Storm Peaks

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Left: Here’s a shot of Malygos in his humble abode. The raid instance is literally a giant disc with Malygos flying around until you activate him. It’s a 3 phase encounter. I haven’t successfully completed him yet so I can’t offer much at this time.

Right: Me in my awesome attempt to try and do something. Alas, Malygos is overpowered and promptly kills us a matter of minutes.

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Left: This is a shot of Obsidian Sanctum. Here is a shot of the party engaging the mini-bosses.

Right: You’ll notice the phasing mechanic put in play. Even though it “looks” the same, I get thrown into a different dimension. Here, I have to kill that shifted drake along with the Rogue or else something bad happens. I don’t actually know what.

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Left: We’re taking on Sartharion. The guy hits like a pansy. For the raiders, take a good look at positioning in terms of tank, boss, and group. There’s a good reason for it.

Right: … Because every so often, a big wall of fire is going to rake the island that we’re on. Notice there’s a hole. Right when the wall warning occurs, the entire raid needs to ensure they’re in one of the two “safe zones” (on the left and on the right, by his tail, if you look carefully). If you eat the fire, you get knocked back and take a non-pansyish amount of damage.

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Left: One of the old guys, I think. Wouldn’t dare hit a Dwarven brotha’ from anotha’ motha’. But I don’t dare test out my hypothesis.

Right: Another shot of the exterior. Place looks b-e-a-utiful.

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Left: Interior shot of Halls of Lightning. See those Dwarves on the left? It’s the Terra Dwarva army, baby!

Right: The roving boss that was mentioned in the D & R panel is this guy. We decided to set him up in the corner. There’s me with the lightning debuff (Pro tip: When you get it, don’t move. Trust me.)

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Left: Lastly, check out this interesting shot. It’s right after a wipe and after I released spirit. When you died in Tempest Keep, you’d automatically res to full health and life outside. But if you die out in the Halls, you seem to res in spirit form while mounted on Ghostly Gryphon.

Healing Naxxramas – Thaddius (10 man)

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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.

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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.

Healing Naxxramas – Gluth (10 man)

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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.

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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…

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Plan Your Raid with RaidComp!

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MMO Champion’s released a great new tool for Guild and Raid Leaders alike! It’s called RaidComp!

The basic premise of the tool is that it allows your leaders to plan raids and optimize them by literally dragging and dropping different class specs. The right side of the screen shows buffs and debuff abilities that the spec can bring.

With buffs now being applied raid wide, it would be time consuming to manually figure out what spec your players were and what abilities they had on your own. Using RaidComp, you don’t have to do that anymore.

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Right: Here you can it showing the debuffs that the raid composition I picked will be able to apply. Below the debuffs, you can see the total count of the number of tanks (based on talents), healers, Ranged DPS, Melee DPS, Mana Batteries (Replenishment), as well as Heroisms.

There are certain classes and specs that will overlap with each other. You’ll notice that Spell Damage Taken debuff is in yellow. I have a Warlock in there with Curse of Elements which increases the Spell Damage taken. There is a talent that increases the potency of Curse of Elements to 13% (Spell damage taken increase).

Alternatively, if I didn’t want the Warlock to pick up that spec or if they didn’t want to get the talents for whatever reason, I can mouse over that and it will show me the other classes and spells that can do the same thing I want. You can see what it looks like below.

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Below: And just for fun, here’s a test raid that I threw together just for kicks to ensure that I could get every possible buff and debuff so you can see what it looks like. It offers full support for a 40 man raid. Not only that, you can even export builds as links and share them with other players.

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A great big thanks to the tech monkeys at MMO-Champion for coming up with this nifty script!