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Trash?

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Trash?

Postby search66 » Mon Dec 08, 2008 6:49 am

Good morning, tankadins... My guild will be starting on Naxx in the next week, and although the boss strategies posted here are brilliant... I'm trying to find a resource on the actual trash leading to the bosses.

Does anyone know of a resource that basically shows abilities of the trash? I just want to be fully prepared...
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Postby Chunes » Mon Dec 08, 2008 7:56 am

honestly, you can zerg the trash and live 99% of the time.

Construct wing Gargoyls are the only exception.

Burn them down to 25% or so, then have your raid pop cooldowns/nuke harder to finish them off. They channel a spell that will restore them to full hp if they are not killed before it finishes.

Everything else is relatively simple and has very little HP. In 10man, the majority of it can be solotanked by a tank in heroic purples.
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Postby search66 » Mon Dec 08, 2008 7:58 am

Excellent. That's all I really needed to know. In BC, some trash was actually harder than the bosses itself.
:P
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Postby Chunes » Mon Dec 08, 2008 8:00 am

haha yeah. Naxx in general is very forgiving so in general just run in, slam a consecrate and go to town.

it's not the most professional route, but c'mon, it's naxx after all ;P
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Postby majiben » Mon Dec 08, 2008 8:06 am

Don't know if the wowwiki/wowhead comments are up to date so i'll give you a quick rundown of the wings.

Spider
Not much to this wing, have your dps stand back because some of the mobs "deathgrip" you around. A little posion, most AoEable.

Plague
Trash before the first boss wasn't memorable. On the way to the second boss you will fight a lot of small trash (maggots, bats) and some large undead troll elites. You can grab large chunks and AoE them done while another can (optional) hold the elites. Trash to the last boss can be dangerous. Very fast respawn timer. A lock in your group is highly suggested. Basically you want one tank (likely you) hug the left wall and run while trying to gather up all the mobs. There should be as little healing as possible and dps should hold off. There will also be eyestalks that shoot a beam that slows you down, use BoF or stun them. Make sure your lock survives to summon back anyone who doesn't make it back to the ones who perish. At the end AoE the trash down.

Abomination
I only know up to the first boss. The aboms patrol, so watch out for that. Some spawn ooze adds that need to be held while others spew bile in a frontal cone so point away from the group. There's one room that has a lot of oozes. They move slowly so have you dps hold off their AoE till they all come to you.

In the room patchwerk is the slime pool that reduces your hp by a lot so you should avoid staying in it. Stay on the left corner and let the tanks pull trash to you at first. There's a new type of trash pack in here now. Leper gnomes, forsaken and 1 wright. Everything but the wright can be AoEed down and stunned. One of the mobs drops a weak lightning totem that usually can be ignored.

Deathknight
I only know up to the first boss again. The deathknight type mobs are pretty easy to kill no real threat there. There's patroling gargoyles and ones waiting in ambush on the stairs. Always be sure to pull the early trash away from the gargoyle's patrol because they do an AoE damage debuff that starts to hurt after a while.

Now on fighting the gargoyles them selves, have your dps and tanks save trinkets and cooldowns for the last 30% of their HP. At 30% they begin channeling a spell, which if allowed to resolve makes them immune and rapidly regenerate health. With the AoE debuff they stack on your raid, it can be very dangerous to allow them to regenerate.

Also some mounted Deathknights near the first boss who silence and split into horse and rider when their hp goes low enough.
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Postby search66 » Mon Dec 08, 2008 8:30 am

awesome... Thanks dude! Printed out for my raid book.

:
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Postby Chunes » Mon Dec 08, 2008 9:01 am

Abom wing after patch:
Grobs room has some UD giants, they punt and enrage at low HP, but are easily killable. Susceptable to stuns.

There is no trash before gluth. After gluth there are more UD giants, same as grob’s room, but in the little junction where you fight them, there is a Shade which if it aggro’s you mid pull, needs to be focus fired as a priority since it will spam shadow bolt volley on your raid. There is also a wandering pack of geists that you would be wise to engage on its own and not mid-pull while tanking a giant. There are literally 4 things (giants, geist packs, shade) between gluth and thaddius. Abom trash is rather sparse.

DK wing after Raz, floating weapons are rather simple, burn the staffs down since they aoe, nuke the rest in turn. Be careful, the floating weaps have a tendency to wander into you when you are already fighting a set and we have chained much of the room inadvertently. They are rather weak tho so you should survive.

There are more DK packs and DK+Horse combos between Raz/Gothik and Gothik/4Horse. In the DK packs, there is a mob w/ “warrior” in their name iirc. We usually kill them first since they whirlwind then move on to the rest.

As always, watch out for shades and kill them as a priority if they appear mid fight.

And for when you get there, there is no trash before Sapph/KT. Sapph IS the trash before KT lawl.
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Postby Belloc » Mon Dec 08, 2008 9:33 am

Those giants after Gluth (the dog) hit incredibly hard. Do not pull more than one at a time.
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Postby majiben » Mon Dec 08, 2008 9:51 am

Spider wing also has some shades that can be detected with a warlock's detect invisiblity. They didn't seem terriblely dangerous but it something I forgot to mention.
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Postby gwayne » Mon Dec 08, 2008 10:49 am

If it's one or two mobs, single target and nuke them down one at a time. If it's more then AoE :)

That works 99% of the time. Your melee dps might die when you find the DK trash that whirlwinds but hey, that's what melee dps are for :P

Someone mentioned the room full of slimes at the start of the Abom wing. These have a disease aura that hurts quite a bit. Don't try to tank them, just have everyone ranged aoe them. They arn't hard if you have at least a couple of people who have ranged aoe (blizzard, volley, etc).

There might be a few surprises but nothing that should wipe you, and surprises are fun!
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Postby Chunes » Mon Dec 08, 2008 11:41 am

Belloc wrote:Those giants after Gluth (the dog) hit incredibly hard. Do not pull more than one at a time.


hah yeah forgot to mention :P

I wasn't even thinking about them in the 25 last night since having more healers per-capita lessens the sensation of being punched in the face by giant undead creatures.
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Postby kartera » Tue Dec 09, 2008 3:26 am

Acutally the Gargoyle do not heal themselve to 100%.
With ms effect they rather just heal to ~30%.
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Postby Amarant_Pally » Tue Dec 09, 2008 3:56 am

kartera wrote:Acutally the Gargoyle do not heal themselve to 100%.
With ms effect they rather just heal to ~30%.


They only heal to 30% without MS, as well. :D
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Postby majiben » Tue Dec 09, 2008 7:41 am

So that's what caused the gargoyle to regen twice in a row, my arms warrior must has used MS. It's actually bad if they have a MS effect on them because they will immediately start casting again which doesn't let your dps go all out because they weren't expecting them to be casting so soon.
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