Azuma vs. Kel'Thuzad in 25 Man Naxxramas.
Boss Strategy:
You will need one main tank and two to three Guardian-of-Icecrown offtanks for this encounter. It is worth noting that none of the abilities in … more info
Azuma vs. Kel'Thuzad in 25 Man Naxxramas.
Boss Strategy:
You will need one main tank and two to three Guardian-of-Icecrown offtanks for this encounter. It is worth noting that none of the abilities in this encounter can be removed by PvP trinkets or Ice Block/Divine Shield/Cloak of Shadows.
During phase one, the raid will stack in the centre of Kel'Thuzad's room. Melee will engage and kill Unstoppable Abominations while ranged will kill Soldiers of the Frozen Wastes and Soul Weavers before they reach the raid. 15 seconds after Kel'Thuzad's aggro emote, he will become active; it is essential that the entire raid spread out efficiently around the room before this occurs in order to mitigate the effects of the Mana Detonation and Frost Blast abilities. Mana Detonation will come approximately every 20 to 25 seconds, Shadow Fissure approximately every 15 to 20 seconds, Chains of Kel'Thuzad every 90 to 120 seconds, and Frost Blast every 45 to 60 seconds.
For phase two, the main tank should drag Kel'Thuzad to the center of the room, and melee classes should stack in the three cardinal points around Kel'Thuzad's hitbox not occupied by the main tank (a bit more than 10 yards from each other). It is critical that they be at max range and spread out so that Frost Blast will only hit as few as possible. This is a diamond-shaped formation. If this positioning is not perfected, multiple melee will be frozen by Frost Blast which tends to result in the death of most of them. If it chains to the tank, it usually results in a wipe.
An interrupt rotation on Kel'Thuzad's Frost Bolt should be established to reduce damage taken by the tank (30k damage per bolt without resistance). If/when Shadow Fissure is cast on the tank, the melee MUST reposition with the tank. The ranged DPS and healers should spread out in a circle around Kel'Thuzad with a space left for mana-based melee to run to should they be afflicted by Mana Detonation. Melee will need to move for Shadow Fissure but should move back to their original position afterward. The Guardian-of-Icecrown offtanks don't need to do anything until phase 3 begins and can stay in the alcoves where the adds spawned in phase one to avoid spreading Frost Blast.
Usually at least once before phase 3 begins, Kel'Thuzad will cast Chains of Kel'Thuzad. All DPS must stop until the tank has reestablished threat on Kel'Thuzad. Interrupts need to continue. It is important that Mages polymorph and other classes CC the affected players very quickly as they will do extremely high damage (two-shotting raid members) and cast extremely large heals on Kel'Thuzad. It is also possible for Kel'Thuzad to be Bloodlusted and Hand of Protectioned, as well as any other buffs you can think of. When Chains of Kel'Thuzad ends, the affected players should return to their positions.
At 45% HP, the Lich King will send four Guardians of Icecrown to attack the raid. These appear one at a time. The Guardian offtanks will need to pick up the rest and offtank them in the alcoves for the rest of the encounter. All of Kel'Thuzad's phase-2 abilities continue in this phase. Note that it is possible and probable that one of your Guardian offtanks will be mind controlled at some point, so it is advisable that the Guardians are tanked relatively close together so that the other offtanks can taunt the Guardians when they become loose. Guardians hit very hard and their melee hits will increase the longer you take to kill Kel'thuzad.
It is advisable to save DPS cooldowns and Bloodlust for phase 3 as the Guardians will become untankable if you take too long to finish the encounter. less info
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