Arachnid Quarter/Spider Wing




Anub'Rekhan


Commander Eligor Dawnbringer: "Anub'Rekhan, one of the finest Spider Lords of Azjol'Nerub, was brought under control of the Scourge when he and his commander, Anub'Arak, were finally defeated by the Lich King many years ago. It is said he was the most loyal of Anub'Arak's commanders."


Anub'Rekhan has ~6.8million hp in 25man and 2.2million hp in 10man. In the 25man version he starts the fight with 2 Crypt Guard adds; in 10man 1 Crypt Guard will join the fight a few seconds after engaging Anub. In both versions 1 Crypt Guard will enter the fight from the North door during Locust Swarm.


Abilities:


Impale - This ability randomly targets someone in the raid and hits everyone in a straight line between Anub and the player. The attack does 5500-7300 physical damage (5-6k) and everyone hit is launched into the air, taking 50% fall damage. (Annoying but easily healed through)

Locust Swarm - Every 70-120 seconds, Anub will cast this AoE spell and slow to 75% movement speed. The AoE will move with Anub and has a 30 yard radius. Locust Swarm applies a DoT that causes 1300-1700 (900-1100) nature damage as well as a silence debuff that locks out all abilities. The tank must immediately begin kiting Anub to escape the debuff. (If the wrong people are silenced, this is the ability that will wipe a raid)

Summon Corpse Scarabs - Anub will randomly summon scarabs from the corpse of Crypt Guards and players. 10 will be spawned from Crypt Guards and 5 from player bodies, and these will immediately attack people at random. (In 10 man these are only a nuisance and easily killed/ignored, while in 25man they can and will kill healers and clothies, so be sure to AoE them down as they spawn)

Soft Enrage: none
Hard Enrage: 10min - Increases damage by 500% and attack speed by 150%

Adds:


Crypt Guards - In 25man two will be up at the start of the fight and one will spawn at the North door every Locust Swarm. In 10man one will spawn shortly into the fight and one will spawn at the North door every Locust Swarm. These adds have roughly 521,000 hp (234,000 hp) and 3 abilities.
Cleave - Attack that does 110% normal damage to up to 3 targets in front of the add. (Dangerous if not turned away from raid)
Acid Spit - A stacking DoT that does 500 nature damage per stack every 2 seconds for up to 10 seconds. (Minor annoyance, add should die too quick to be a problem)
Frenzy - At low hp they will Frenzy, which increases damage by 50% and attack speed by 60%. (Only dangerous for under-geared tank; use stuns if needed)

Strategy:



Anub Strat 1

Make sure everyone is inside the door, then the MT will lead the charge. In 25man there will be two adds at the start. If you have 3 tanks, have 1 OT on each, otherwise have the OT grab the add on the left and use a Hunter or Rogue to MD the add on the right to the OT (or a DK can Death Grip it over to the OT). The MT will move Anub into position near the ledge on the NE part of the room and the Raid will move into position off-center of the room towards the West. The adds should be tanked near the Western ledge throughout the fight.

Anub Strat 2

In order to minimize the effect of Impale, melee should be sure to fan out around Anub so that no one is fighting on top of anyone else. All ranged should be sure to move slightly if there is someone else standing between them and Anub also. Impale isn't a huge threat, but anything to lessen raid healing is always good.

Anub Strat 3

As soon as the MT sees Anub begin casting Locust Swarm, immediately head to the Southern door by following the Eastern ledge until the casting is over. When the MT begins his kiting, the melee should break off as well and head to the Western ledge. At this time another Crypt Guard will join the fight and the OT should pick it up and head West. Burn down the add and return to the boss. After Locust Swarm is over, the MT can turn Anub around to be ready for the next kite. On the next Locust Swarm, return to the first position at the North door, once again following the Eastern ledge. Each time this happens, a new Crypt Guard will spawn and need to be burned down. Rinse and repeat until Anub is defeated.

Tanks: 2 will be needed for 10man, 2-3 for 25man. If you have a 3rd tank, have one OT on each add at the beginning and use one OT to grab the Corpse Scarabs when they spawn. A Warrior tank is good for Anub since you can place a healer in the kite path and use Intervene to move quickly away from Anub during Locust Swarm. A DK makes a great OT for this fight as well since they can Death Grip the adds straight to the Western ledge, which is especially useful when the MT kites back to the North. Note: The timer for the first Locust Swarm on DBM is not 100% accurate because the first casting can occur anywhere between 80secs and 2min into the fight. Because of this, do not start running early or you may end up needing to kite much further than you should.

Melee: This fight is a bit of a ping-pong attack for melee. Burn down the initial adds and get on the boss. Remember to stay fanned out from one another and immediately break off attacks when Locust Swarm begins casting. Bring down the add and then run back to the boss; rinse and repeat.

Ranged DPS: Ranged dps will pretty much stay put the entire fight other than needing to reposition slightly for range on Anub and not being cluttered for Impale. When corpse scarabs spawn, help AoE them down before they cause problems for healers.

Healers: Most of the healing on this fight is fairly easy. The raid will take light damage once in awhile, and someone will need to focus on the OT during Locust Swarm. The most dangerous part tends to be at the end of the Locust Swarm kite, and the MT will probably need additional healing since Anub tends to wail on the tank when he catches up.

Video:

Tankspot Video





Grand Widow Faerlina


Commander Eligor Dawnbringer: "The Grand Widow Faerlina, a botanist in life, breeder and caretaker of arachnids in death, she oversees the spider wing, developing the most potent of poisons for the Lich King."

Grand Widow Faerlina has ~6.7million hp in 25man and 2.2million hp in 10man. In 10man she will start off with 4 Worshipper adds that need to be OT'd, and in 25man she will have 4 Worshipper adds as well as 2 Follower adds. The 4 Worshipper adds will be OT'd while the 2 Follower adds will need to be OT'd and burned down right away.

Abilities:


Poison Bolt Volley - Cast around every 15secs, this attack will hit the closest 10 people for 3-4k Nature damage and apply a DoT that does 1900-2100 Nature damage every 2secs for 8 secs (cast around every 12-15secs, hitting the closest 3 people for 2600-3400 Nature damage and apply a DoT that does 1500-1700 Nature damage every 2secs for 8 secs). The effect is dispellable and Widow's Embrace will lock this ability for 30secs. (More annoyance than dangerous, does need to be constantly dealt with however)

Rain of Fire - Randomly cast on players throughout the fight, dealing 3700-4300 (1800-2800) Fire damage every 2secs for 6secs in an 8-yard radius. (Annoying but shouldn't be deadly; move out of radius when you can)

Frenzy - This ability is used roughly every 60-80secs and will increase Faerlina's damage by 150%, her melee haste by 50%, and her size by 50%. While Frenzied she can hit the tank for upwards of 20k damage (15k damage). Widow's Embrace will dispel and prevent this ability. (This is the raid wiper ability. If it is not dispelled immediately, the tank will most likely die quickly, although not doing so will earn an achievement) Note: Widow's Embrace must be used AFTER she goes into Frenzy in order to dispel the effect for a full 60secs; if used before it will only delay the ability for 30secs.

Soft Enrage: You have roughly 4min 45secs to defeat Faerlina. After that you will be out of Worshippers to dispel Frenzy.
Hard Enrage: None

Adds:


Worshippers - These adds must be OT'd the entire fight. In 10man they are immune to MC and must be killed one at a time close to Faerlina in order for Widow's Embrace to be used on her (OT, make sure you do not end up killing them early). In 25man these adds must be MC'd by a Priest, brought close to Faerlina, and then use their Widow's Embrace ability to dispel Frenzy. Using this ability kills the Worshipper.

Followers - These 2 adds are only available in the 25man version. They can either be OT'd the entire fight, or burned down before working on Faerlina (I highly suggest burning them down first). They have an AoE silence ability and will randomly charge people.

Strategy:



Faerlina Strat 1

In 10man you will need 2 tanks, and in 25man 2-3 tanks ideally. The Raid will start near the center of the room and move up with the tanks towards the platform. The OT should head in first to gain initial aggro on the adds while the MT pulls Faerlina off of them (in 25man a 2nd OT can move up with the MT and pull aggro on the 2 Followers). Hunters and Rogues can help the burn OT by MD'ing one or both Followers to them.

Faerlina Strat 2

Actual positioning within the room doesn't matter, and the entire fight can be tanked wherever people feel like. The important thing is to keep the Worshippers somewhat close to Faerlina in order to quickly dispel Frenzy. Burn down the Followers in 25man and start working on Faerlina. During this fight, DO NOT use AoE attacks because you do not want to chance killing Worshippers early. In 25man you will need at least 1 Priest in order to MC the Worshippers; make sure to keep Abolish Poison on the Priest at all times so that they can use MC when they need to. DBM will have a somewhat accurate countdown on the next Frenzy, so be sure to MC a Worshipper and be ready to use their Widow's Embrace when Frenzy goes off as opposed to waiting on it to already start and then cast MC.

This is a quick fight and a fairly straight-forward tank n' spank boss other than the Frenzy mechanic.

Tanks: Wars and Druids make good MTs for this fight since Wars can Shield Wall if needed and Druids have large health pools if Frenzy is slow to be dispelled. Pallies make great OT's for this fight also, since they can AoE tank very well and not kill the adds. A DK MT can also Death Grip a Worshipper right to them in 10man, which is a nice trick so that the melee don't even have to move off of Faerlina to reach one. Any tank can do either role though, but Druids may have a harder time being the add holder. The MT should be ready to use cooldowns if Frenzy takes too long to be dispelled, and the OT should be certain not to kill the adds early.

Melee: Help burn down the Followers in 25man and immediately move to Faerlina. In 10man you will need to jump off the boss in order to kill Worshipper, but 25man once you are on Faerlina, stay on her the entire time. Watch your health on this fight though, since you will be the ones taking most of the brunt with Poison Bolt Volley and Rain of Fire. If healing is low, step out of Rain of Fire for a moment, since most tanks tend to just be healed through it and don't move.

Ranged DPS: Other than stepping out of Raid of Fire, you will be fairly stationary the entire fight. Be sure to help burn down Worshippers in 10man, though when the group out-gears the encounter, only 1-2 people will need to burn down what's left of it's hp by the time Frenzy happens.

Healers: Most of the healing in this fight will be on the MT with a moderate amount on the OT as well. Raid healing can get a little more hectic in 25man, especially if the melee are taking a beating between poison and fire. Abolish and Remove Poison/Cleanse will need to be used a lot throughout the encounter. When Frenzy goes off the MT will need constant, focused heals until it is dispelled, be ready for this.

Videos:

Tankspot Video





Maexxna


Commander Eligor Dawnbringer: "Maexxna — born deep within the mountains of Northrend many ages ago, she was captured within the dread citadel Naxxramas, where she gives birth to her brood, feeding them the corpses of all who dare venture too deeply into Naxxramas."

Maexxna has roughly 7.6million hp in 25man and 2.5million hp in 10man. Other than hp and damage done, the fight is basically identical in both versions.

Abilities:


Web Wrap - This is cast 20secs into the fight and every 40secs after that, sending two players (one player) into the webs on the Eastern or Western wall of the room (because of how we tank Maexxna, it should always be the Western wall). While encased, the player(s) will take 2500-3000 Nature damage every 2secs until freed. The webbing is targetable and called "Web Wrap" with only about 15,000hp (6,000hp) and can easily be destroyed by outside dps. (Mostly just annoying but can be dangerous if cast on healers at the wrong time) Note: The MT will never be targeted for this ability.

Web Spray - Cast every 40secs during the encounter, this ability causes 2200-2800 (1800-2300) Nature damage and incapacitates everyone in the raid for 6secs. (Only dangerous if the healers don't keep the tank topped off. If this ability goes off at the same time as Frenzy starts however, it can be a raid wiper) Poison Shock - Used about every 10secs, this ability inflicts 4500-6000 (3500-4500) Nature damage to everyone in a 15-yard frontal cone. (Tanked properly, this should only be hitting the MT throughout the fight)

Necrotic Poison - This ability is used on all melee targets in front of Maexxna. The poison reduces healing taken by 90% (75%) for 30secs. This needs to be removed immediately. (This should only ever hit the tank, but it will need to be removed immediately. Abolish Poison should be kept on the tank as much as possible, especially right before Web Spray goes off and throughout Frenzy)

Frenzy - At 30% hp, Maexxna will go into an unstoppable frenzy that increases her physical damage by 75% (50%), melee haste by 50%, and size by 15%. (This is the point where everything can go wrong. Keep an eye on the Web Spray timer from DBM and make sure both abilities don't happen at the same time. Blow cool-downs and full burn on the boss from 30% till dead)

Soft Enrage: Frenzy at 30% health
Hard Enrage: None

Adds:


Maexxna Spiderlings - 8 small spiders are spawned 30secs into the fight and every 40secs after that. They hit for about 2k (1k) on cloth and only have 14k (7k) health. An OT can try to hold them off the raid and keep them near Maexxna by the melee in order to AoE them down while still hurting the boss.

Strategy:



Maexxna Strat 1

Move into Maexxna's room and hug the Western wall. Position the entire Raid near the NW part of the room, close to the spider web graphic. On the pull, the MT will head towards Maexxna, pulling her back towards the raid and close to the wall, then immediately spin around and position themselves somewhat close to the center of the room. Basically you want to get Maexxna's back close to the raid but not right up against the wall, then turn her so that she faces the center of the room. Doing the fight this way insures that Web Wrap will always hit the West wall, wrapped people can be freed easily by the ranged, and everyone can quickly return to the boss. This also makes certain that only the MT will be eating Poison Shock and Necrotic Poison attacks.

Maexxna Strat 2

The picture pretty much sums up this entire boss encounter. The MT holds Maexxna as shown, the Raid stands between her and the wall, the melee stay right on the boss and dps nonstop. Whenever someone is Web Wrapped, the ranged will break them free and melee should never break off the boss unless absolutely necessary (can sometimes be needed to free people in 10man depending on composition).

When Maexxna approaches 30% hp, everyone watch the timer on Web Spray. If the Raid Leader calls out a DPS Stop, immediately stop attacking Maexxna and wait for Web Spray to go off. Once everyone is free again, begin burning the boss until the battle is over. Save Heroism and any cool-downs until the 30% burn mark, then go all out.

Tanks: Only 1 MT is needed for both versions of the fight. A War makes a great tank for this since they can pop Shield Wall during the first Web Spray when Frenzy goes off, but any tank is fine. An OT to gather up the Spiderlings can also help but isn't a huge deal (though you will probably always have at least 2 tanks throughout Naxx anyway). After the initial pull and getting Maexxna situated is done, the MT should never need to move again until the fight is over.

Melee: Stay on the boss the entire fight. Should only need to move if Web Wrapped and you have to run back to Maexxna, and you should never break off of the boss to free wrapped people unless it's a 10man and you're low on ranged dps, otherwise melee simply have too much downtime if they keep moving off of the boss. Rogues can help with Spiderlings with Fan of Knives while staying on the boss also.

Ranged DPS: Stay in the Raid marked position in the picture. When people are wrapped you should usually be able to change targets and free them without having to move much at all. You will be responsible for freeing all trapped raid members.

Healers: Almost all of the healing on this fight will be focused on the MT. The raid will take minor damage from spiders and webs, but no one should die from those attacks. Spot touch the raid, and some healers may need to move towards wrapped people to keep them healed while the ranged dps work to free them. Keeping Necrotic Poison Cleansed/Abolished is a primary concern, and always keep HoTs up on the MT before a Web Spray happens. When Frenzy goes off, the MT will need to be spammed heals nonstop until the fight is over; if the MT drops it is highly likely you will lose half the raid before the OT can pick her up, if it doesn't turn into a total wipe altogether.

Videos:

Tankspot Video

Screenshot images property of ©2009 Blizzard Entertainment. All rights reserved.

Forums powered by ©2009 Simple Machines LLC. | DKP site powered by EQDKP-Plus ©2009 by Corgan

Website design and development ©2009 by