Construct Quarter/Abomination Wing
Patchwerk
Commander Eligor Dawnbringer: "Behold, Patchwerk. When word of his existence first reached the ears of the Brotherhood, none believed the tales of an abomination with such immense speed and strength. Fewer still believed it when he fell the first time..."
Patchwerk has 13million hp in 25man and about 4.3million hp in 10man. The only real difference between the two versions are the number of OTs required for the fight.
Abilities:
Hateful Strike - This ability will be used about once every second throughout the fight. It targets the person in melee range with the highest hp who is also one of the top three (two) on his hate list. What this means is that it should always be hitting the OT(s) and will only be used on the MT if there are no other people in melee range to take the hit. The ability does about 80,000 (20,000 - 27,000) raw, physical damage, which can be mitigated with armor and parried/dodged. On a partially Naxx geared tank, this should only do about 20,000 - 25,000 (7,000) damage a hit. This ability will add threat to highest three (two) on Patch's hate list. (This is the ability that will kill tanks and is what makes the fight incredibly hard on the healers; keeping the OTs alive is critical to the fight)
Frenzy - At 5% health Patch will go into a Frenzy which increases his physical damage by 25% (including Hateful Strikes) and increases his melee haste by 40%. (This is the point where the tanks should blow any longer cooldown abilities like Shield Wall)
Soft Enrage: Frenzy at 5% will increase damage by 25% and haste by 40%.
Hard Enrage: After 6min of combat, Patchwerk will berserk and increase all damage by 1000%.
Adds:
None.
Strategy:
This is a fairly straight-up fight and almost nothing more than a tank 'n spank. There is no real raid damage so the healers should all be assigned specific tanks and they will have to spam heal their designated tank for the entire fight until Patch is brought down. Before Patchwerk paths back towards the raid, all of the tanks should stack up on top of one another a little in front of the raid, closer to the slime. Hateful Strike is a physical attack, so it is also helpful for the healers if Mages cast Amplify Magic onto all of the tanks. When ready, the MT will pull Patch towards the tank group and the healing will begin immediately. The MT needs to establish aggro immediately, while the OT(s) work to build threat without taunting off of the MT. All 2-3 tanks MUST be stacked and in melee range on the pull, otherwise the MT will be eating melee attacks as well as the Hateful Strikes. As soon as the tanks all have hate established, the melee can move in and everyone unleashes.
Once the fight has truly begun, everyone will need to unleash everything they have against Patch in order to beat the enrage timer. Any trinkets and abilities with a 2-3min recast can be used at least twice in the fight, so pop them early for added damage. The OTs can be using dodge trinkets everytime they're off cooldown as well to help mitigate damage.
This fight is a total gear-check for Naxx; if your raid cannot beat him then they can't finish most bosses outside of Spider/Plague wings. If the raid is struggling on this encounter you may need better geared tanks/healers/dps and a better composition. Heroism can be saved for that final 5% if healers struggle, and you may need the best geared tank as the OT.
Tanks: The MT for this fight will need to be Def capped, but the real difficulty is for the OTs. When OTing this fight, you do NOT need to be Def capped, but the more hp and straight armor value you have, the better off you are. Use whatever gear you have that gives the most health as well as avoidance, including trinkets. Ask the Mages to give you Amplify Magic since that will help the healers. You can also pop armor potions right before and during the fight if you find the extra boost helpful.
Melee: Very straight-forward encounter, but also very dangerous if an OT drops. Give the tanks a few seconds to get aggro and build threat before moving in, then head up and unleash hell nonstop. As long as the tanks and healers are doing their jobs, you should never have to worry about getting 1-shot, so do not go jumping in the slime. If one of the OTs dies however, you will most likely be dead within a few seconds as well.
Ranged DPS: Once the MT grabs aggro, you can pretty much unleash nonstop the entire fight without worry. Even if all of the OTs and melee go down, as long as the healers can keep the MT up you will not pull threat or have to worry about Hateful Strikes.
Healers: This is a brutal fight for healers. Pally healers shine on this fight with their straight heals being a lot more effective than most other classes, especially with Beacon of Light. Shaman healers are really nice as well since they can add armor with their heals and chain heal can hit more than 1 tank at a time also. Whatever your setup though, the healers will need to be stacked in advance and know how to best keep their tank up without running out of mana after 2min of fighting.
Video:
Tankspot VideoGrobbulus
Commander Eligor Dawnbringer: "Grobbulus, the first of what was to be an army of flesh giants. It carried the plague slime of Naxxramas within its body, injecting the living ooze into the bodies of its foe. The recipient of this foul injection would usually flee to his allies, bringing them down with him."
Grobbulus has about 9.6million hp in 25man and 3million hp in 10man. Other than increased health and damage, the fight is the same in both versions.
Abilities:
Poison Cloud - This ability is used about every 15secs and will drop a poison cloud underneath of Grobbulus. The clouds expand and last 75secs, dealing 4,250 (2,000) Nature damage/sec to anyone standing in them. (Don't stand in the poison)
Slime Spray - This attack is a frontal cone with a 45 yard range. It deals about 12-13,000 (6-8,000) Nature damage to anyone in front of Grobbulus and spawns a Fallout Slime for each person hit. (Only the MT should ever be hit with this attack; multiple people being hit can quickly lead to a wipe)
Mutating Injection - This ability will be used on a random raid member roughly every 20secs with an increase in frequency the longer the fight lasts. It causes a debuff with a 10sec timer on it. When the time runs out, or if the debuff is cleansed, the debuff will explode and do 8-9,000 Nature damage to themselves and anyone within 20 yards, as well as create a Poison Cloud beneath them.
Adds:
Fallout Slime - These adds will need to be OT'd away from the MT and the raid itself. They must be burned down immediately and they will cause 2,000 (1,000) Nature damage every 2secs in a 10 yard AoE until killed.
Strategy:
During this fight, the bulk of the raid stays positioned roughly in the center of the room. Two tanks will be needed; one for Grob and 1 for the slime adds. Grob paths up and down the stairs, so while he is upstairs the raid can position in the center and the MT will move to the bottom of the steps in order to grab him when he comes back.
The fight isn't overly complicated but has three very important parts to it that everyone must pay attention to at all times. The first is how to kite the boss properly. The MT should pick Grob up and hold him so that Grob is facing a counter-clockwise heading for the kite path. Each time he drops a Poison Cloud, the MT should move back roughly 30 yards, always keeping him faced in that counter-clockwise heading. Grob should also be positioned near the wall, but not up against it either. The are a few reasons for this: keeping him faced in the same heading at all times reduces the chance of him spinning during a Slime Spray, and moving 30 yards between clouds gives people with Injection more room to place their clouds. Short hops between clouds will quickly make it impossible for people to drop a cloud in a safe area and you will end up with people placing them well behind new clouds which can screw up timing when the tank gets back around the room. Constant kiting is also very dangerous because of how mob pathing works. If Grob is constantly kited, he can sometimes spin around and face the opposite direction for a second while trying to reposition... if this happens during a Slime Spray you can end up with a ton of adds since all melee will be hit.
Another important part of the fight will be melee positioning. It's important to stay on the boss, but you should never end up too close to the front. Standing directly behind the boss can be dangerous because of the slime drops, but getting too close to the front or accidentally stepping "through" the boss during kiting can end with multiple people getting hit with Slime Spray.
The last, and probably most important thing of this fight: Mutating Injection. Everyone MUST, at all times, be watching for this debuff to land on you. If you are hit with the debuff, you need to break off of combat and find a safe place to drop the injection. Healers, be sure not to cleanse this off of people, but be ready to heal them as soon as it "pops" because they will be taking a decent amount of damage. When looking for a place to drop the injection, head towards the wall and release it somewhere behind the tank's kite path (where he has already passed through and you see other clouds already at). If you drop it in the middle of the raid, it makes things extremely difficult and you have a high chance of getting people killed. Dropping it in front of the tank's kite path is also bad because they will need to go around an extra cloud and by the time they get to it, it might be a very large obstacle.
Tanks: The MT will need to follow the paragraph above about proper kiting. Remember to stick with that 30ish yard kite method; anything else can be dangerous for the raid. The OT for this fight should remember to pull the slimes off of the MT and bring them back some but not on top of the raid either. Because they cause a constant AoE damage, you do not want to bring them into the middle of the raid or healing becomes hectic. If the OT gets Injection (this will never hit the MT by the way) they should head for the wall like anyone else, but try to pick up the slimes on your way over/bring them with you.
Melee: As stated above, positioning on Grob is crucial. If you have to lose dps by breaking off of the boss, do so. Never stand in the poison cloud and try to dps, and never get too close to the front of the boss. If you get Injection, do NOT let it go off while attacking the boss. Doing so will cause AoE damage to hit all of the other melee as well as the MT, which could end up getting them killed if it goes off at a bad time.
Ranged DPS: Stay pretty much in the center the whole fight, only shifting around to stay in range. When you get hit with Injection, immediately head to a safe spot to drop it. If you don't pay attention and drop a cloud in the middle of the raid, you can get people killed and will cause a massive headache for everyone else since they will now have to avoid the cloud for the next 75secs in the middle of their safe zone.
Healers: The MT shouldn't be taking horrendous damage in this fight, but the raid damage will vary a lot throughout. When slimes spawn, the OT will need healing as well as anyone close to them. If done properly, anyone with Mutating Injection should be the only ones needing healing after it goes off, but watch for them to be hitting others standing too closely. Other than these two situations, raid healing shouldn't be too bad.
Video:
Tankspot VideoGluth
Commander Eligor Dawnbringer: "Gluth, the foul plague-dog of Naxxramas, was said to have an appetite so voracious that even the living were not enough to satisfy his hunger. Feugen was said to feed him an army of zombies daily, recycling the remains of undead too weak to use in combat."
Gluth has about 11.4million hp in 25man and 3.2million hp in 10man. The fight is identical in both versions but with less Zombie Chow in the 10man while also being more limited on good kiters for the 10man depending on raid composition.
Abilities:
Mortal Wound - This is a melee attack for 150% normal damage and applies a debuff that reduces healing taken by 10%. This debuff can stack up to 10x and lasts for 15secs. (This is what requires two tanks for the fight; simply taunt off each other)
Enrage - This does a mild enrage that increases Gluth's size and melee haste by 100% for 8 secs; used about every 30secs. (Can be removed with Rogue's Anesthetic Poison, Hunter's Tranq Shot, or Shaman's Purge)
Decimate - About every 90secs (2min) Gluth will use this ability to reduce everyone's hp down to 5%, including the Zombie Chows. Once used, all of the Zombie Chow mobs will immediately begin walking towards Gluth as well. (Crux of the fight; healers will need to get the MT up quickly and dps will need to burn all Zombies down before they reach Gluth)
Devour Zombie - Whenever a Zombie Chow gets within roughly 20 yards of Gluth, he will emote "Gluth spots a nearby Zombie to devour!" and move towards it to eat it. Every Zombie Chow that Gluth consumes will heals him for 5% of his hp. (The Zombie Chow CANNOT reach Gluth or the raid will never beat the enrage timer)
Soft Enrage: The Enrage ability somewhat, but this is very minor.
Hard Enrage: Sometime after the 4th Decimate is used, Gluth will berserker enrage, increasing damage by 1000%. (Roughly 6min in 25man and 8min in 10man)
Adds:
Zombie Chow - These adds spawn two at a time (one at a time) from one of the three grates in the back of Gluth's room about every 10secs. They have roughly 1million hp (500,000hp) and move at run speed. They will need to be kited until the Decimate Phase as they have too many hp to burn down and their Infected Wound ability makes tanking them too difficult.
Infected Wound - On a melee hit, this debuff will be applied and increases physical damage taken by 100; stacks up to 99x.
Strategy:
Video:
Tankspot VideoThaddius
Commander Eligor Dawnbringer: "Thaddius, built from the flesh of women and children, it is said that their souls are fused together - eternally bound within that foul prison of flesh."
Thaddius will only activate after the Tesla coils have exploded, which requires defeating the two sub-bosses before him. In 25man Thaddius has roughly 27.6million hp and in 10man he has about 3.9million hp. The fight is the same in both versions, though the 10man tends to be much easier considering the drastic hp difference.
Abilities:
Chain Lightning - Cast roughly every 15secs, this ability hits 5 (3) random raid members for 7-8k (3,600 - 4,400) Nature damage. (Easy to heal through)
Polarity Shift - The entire encounter hinges on this ability. Used every 30secs, this ability randomly assigns every raid member a polarity debuff with half the raid Positive and half the raid Negative. What polarity each person receives each cast is completely random. If you are within 10 yards of the oppositely charged people, you will deal 4,500 (3,500) Nature damage a second to one another, multiplied by each person. If you are within 10 yards of like charged people, each person will increase the damage output of the group by 10%. (This buff will make or break the encounter; either it kills people or it boosts their dps high enough to beat the enrage timer)
Ball Lightning - If there is no one within melee range of Thaddius, he will spam this ability on his primary aggro target for 17,500 - 22,500 Nature damage. (This is to keep everyone fighting properly and not try to exploit the encounter; basically should never see this used)
Soft Enrage: None
Hard Enrage: After 6min of combat, Thaddius will berserker enrage, increasing damage by 1000% and basically 1shotting everyone until done.
Adds:
Feugen - Beginning on the right platform when the encounter starts, this sub-boss has 2.1million hp in 25man and roughly 840,000hp in 10man.
Static Field - This passive aura deals 3,500 (2,500) Nature damage every 3secs to everyone within 60 yards. (Not too bad to heal through)
Magnetic Pull - Used about every 15secs, this ability will literally toss his tank to Stalagg, switching the threat of the tanks.
Stalagg - Beginning on the left platform when the encounter starts, this sub-boss has 2.1million hp in 25man and roughly 840,000hp in 10man.
Power Surge - Randomly used throughout the fight, this ability will increase Stalagg's melee haste by 200% for 10secs; undispellable.
Magnetic Pull - Used about every 15secs, this ability will literally toss his tank to Feugen, switching the threat of the tanks.