Ready Check: Guide to Naxxramas (Plague Quarter)

Ready Check is a weekly column focusing on successful raiding for the serious raider. Hardcore or casual, ZA or Sunwell Plateau, everyone can get in on the action and down some bosses. This week, we continue exploring Naxxramas by venturing into the territory of plague beasties.
Continuing our journey through the halls of Naxxramas, which began last week with the Arachnid Quarter, this week's Ready Check takes a close-up view of the Plague Quarter. As with last week's guide, don't read any further if you want everything to be a surprise when you venture in.
We'll be looking at Noth the Plaguebringer, Heigan the Unclean and Loatheb. But first, let's talk about trash...
The initial trash in the Plague Quarter can be a little tricky if you're new to the place. Firstly, beware the Stoneskin Gargoyles. When they get to low health they cast Stoneskin; if they are not killed within this cast time they will heal back up and you'll have to repeat the process, while a stacking AoE DoT is piling up on everyone. The very first gargoyle can be leashed at the entrance to the wing, if you accidentally pull it along with a trash pack. When it comes to the pulls with two gargoyles, you can choose to burn them down and soak up the extra DoT or take one of them away from the raid where its DoT will only affect its tank and healer, depending on the gear you have. Also, the Plague Slimes in the early trash packs can hit pretty hard but also move very slowly, so you can kite them rather than tank them.
Noth the Plaguebringer

The first boss in the Plague Quarter, you may remember Noth from the Death Knight starting zone (and if you haven't done it, it's worth visiting once you're familiar with Naxxramas' residents). There's no achievement linked to him.
The fight itself is fairly simple once you get the hang of it, although there are several elements to deal with. Noth periodically blinks away, causing an aggro reset (so your tank has to be quick to pick him up). He also casts a curse which causes damage to nearby players if not dispelled within 10 seconds -- the heroic mode damage is significantly more, but the normal mode version is technically healable if you don't have a decurser.
Throughout the fight Noth raises skeletons from the bone piles around the room to help him, and it's easiest to have two tanks picking these up on heroic (one can manage on normal) while the DPS focus on Noth. 90 seconds into the fight he will teleport to the balcony and become unattackable, so it's time to clean up the skeletons while the Noth tank helps to pick up the new ones that are spawning. After 70 seconds of this he teleports back to the centre of the room and the initial phase begins again. You will probably kill him during this phase but if not, it's just rinse and repeat.
Differences between normal and heroic:
Curse hits three players on normal, ten on heroic
Curse damage significantly less on normal
Summons fewer skeletons on normal than heroic
Heigan the Unclean

The trash between Noth and Heigan was a gauntlet (i.e. continually respawning behind the raid) in the original version of Naxxramas, but is now normal trash, so no need to rush it. Heigan himself is well-known for being the 'dance' boss, and indeed, dancing is what you need to do here. The achievement linked to Heigan is 'The Safety Dance'; with a bit of practice you'll be able to complete the fight without anyone dying and collect your achievement.
The fight itself has two phases. During phase 1, Heigan is tanked away from the platform he starts on (since he has a caster-unfriendly aura) and the ground will Erupt periodically, so the tank and melee must move to safe areas. There is also a disease randomly applied to raid members that can be deadly, and should be cured promptly. During phase 2, Heigan teleports to the platform and anyone who remains there takes a huge amount of damage, so the entire raid must move to the floor and 'dance' through the Eruptions, just as the melee and tank did in phase 1.
The Eruptions are fairly slow and it's easy to get the hang of it after a few false starts; the time-honoured advice, passed down since the original Naxx, is to not follow anyone else but rather learn the dance for yourself. Lag can be a huge problem, and people appear further behind on your own screen than on theirs. Note that being hit by Eruption isn't actually fatal if you're near the edge of a safe area, so be ready to pot and healthstone if you are lagging behind a little.
The easiest way to figure out the dance (other than by trying it) is to watch videos; several are from the pre-WotLK version, where the dance phase is a lot faster and there's an additional random player teleport, but they give the general idea.
Differences between normal and heroic:
No differences beyond damage increase
Loatheb
After Heigan, you'll find a gauntlet of trash -- albeit a fairly short one -- leading to the final boss of the Plague Quarter, Loatheb. There's an achievement linked to Loatheb, Spore Loser, but at the time of writing the achievement seems bugged (the spores despawn by themselves, but in doing so they give kill credit to the raid, thus failing the achievement).
Loatheb is a healing challenge and a DPS race. Healers have to time heals very carefully around Necrotic Aura, which is cast every 20 seconds and lasts 17 seconds, giving you three seconds in which to land heals (though you can start casting before the aura wears off, as it's a visible debuff). As the fight wears on and the raid starts taking more damage from Inevitable Doom plus Deathbloom, raid members can use healthstones or even bandage during the healable period to help with this.
The rest of the fight is all about spores. Loatheb summons spores throughout the fight (more frequently on heroic) and the spores give a beneficial debuff, Fungal Creep, increasing crit chance by 50% and reducing threat caused by zero to the five closest people. Other than the tank, everyone in the raid should get this debuff, so organise into groups (it's usually easier to simply start at group 1 and work through to group 5, or vice versa depending where your highest DPS members are). When a spore appears, the group whose turn it is -- and that group alone -- should bunch up next to the spore and kill it to get the debuff. Note that the spores have low health and only apply the debuff in a short-range area, so don't be too hasty or too late to move. It helps to have someone calling out which group's turn it is, although boss mods can do this.
In short, keep yourself alive, get spores when it's your turn and use the healing window wisely.
Differences between normal and heroic:
Spore frequency higher on heroic
In next week's Ready Check we'll be venturing into the Deathknight Quarter, so stay tuned!
Filed under: Ready Check (Raiding), How-tos, Instances, Raiding, Bosses






Reader Comments (Page 1 of 1)
Firestride Dec 6th 2008 5:14PM
I actually got to do this for the first time last night. Did anyone else's frame rate die an ugly death during the (apparently pseudo-) gauntlet before Heigan? Try doing the Safety Dance with between 5-8 FPS. I died very quickly.
Afrit Dec 6th 2008 6:04PM
I find that the majority of player deaths to Heigan are caused by players running too far into the first and fourth safe zones, causing them to be unable to return to the next safe zone in time.
This hurts especially on heroic, where the splashes do much more damage.
Surt Dec 6th 2008 5:47PM
By heroic do you mean 25-man? Kinda confusing - just say 25 instead.
For videos, hit http://www.projectmarmot.com/ - they're awesome guides intended for the whole raid, despite being on tankspot.com :-)
sephirah Dec 6th 2008 6:12PM
25 men is officially called heroic, check the achievements panel.
Slann Dec 6th 2008 5:51PM
Here's a video of the entire Plague Quarter:
http://www.warcraftmovies.com/movieview.php?id=95803
Deathgodryuk Dec 6th 2008 5:55PM
Friggin Comcast had my latency between 6~700 last time I fought Heigan. Its pretty frustrating seeing yourself in a safe zone on your screen but taking damage and dying anyway.
Eristiah Dec 6th 2008 6:59PM
you missed something, noth doesn't blink in 10 man
also I regularly raid with about 5 fps and still don't get hit by the eruptions it's really not that difficul
Spencer Dec 6th 2008 9:58PM
If your tank and ranged dps are standing on opposite corners of the platform, there is a sweet spot where you get no eruptions and also no cast time debuff. Finding that sweetspot is much easier than having the tank and melee do the dance.
The Claw Dec 7th 2008 6:07PM
Agreed - during the non-dance phase, Heigan on one corner of the platform, all ranged dps & healers on the opposite corner. It never even occurred to me that anyone would try to do it differently to that.
Beatphreek Dec 8th 2008 10:45AM
I ran this with a Pug this weekend and 75% of the group had never been before. We actually did it the opposite of what was suggested here and had all ranged and healers doing the running while the tank and melee stayed on the platform... After finishing it (8 wipes probably to get everyone trained on the run) and reading up on it... its clear, we did it a very silly way. However, everyone was pretty good at running by then so maybe it was for the best.
Colin Dec 14th 2008 11:29PM
I did the whole plague wing for the first time tonight and found this very helpful. I died on my first attempt at Heigan's dance but was perfect every time after that. A lot of the other people in the raid had a lot of trouble with it though.
jaxson_bateman Dec 7th 2008 3:20AM
There are actually 'markers' you can use on the ground to guide you through Heigan - specifically, the corners of his platform (to show where sections 1 and 4 begin, and two Y's on the ground to show where sections 2 and 3 are safe.
The Y's are the green lines where the eruptions come out of. It's kind of hard to tell you which lines are the specific "Y's", but if you watch the melee during P1 (or actually are the melee) you can get a feel as to which lines are safe.
Also, you can't be *too* close to the platform in P2 because of the aura - but you still want to be as close as you can without taking damage. It basically means that you're running a smaller arc, and as such, have a smaller distance to run between platforms. I'm actually having to stop between sections as it's so small - which is worlds better than some other people in the raid who take larger arcs and actually don't have enough time to make the next one... -.-
All in all, this fight is a cake walk (for the singular person) once you get the hang of the dance and know what markers to look for.
jaxson_bateman Dec 7th 2008 3:27AM
Also, more information on Loatheb from a healing point of view:
Shamans: you can riptide someone 12 secs before the aura fades, and again at 6 secs so that two people are getting the HoT when it does fade. Cast chain heal so that it lands just as the aura fades - that is, cast it early.
Druids: hot people up so that they have the hot ticks when the aura fades. Timing lifeblooms so that they bloom when the aura comes up is a great bonus.
Priests: CoH when the aura is off is fantastic, and shielding when it's up also works wonders.
Paladins: Sacred Shield as many people as possible (in 10 man you can have it up on all 10 people; on 25 man I tend to focus on myself, the MT, and the people on lowest health. I beacon myself and tell the other healers not to worry about me. Have BoSac ready for if anyone gets on dramatically low health. In terms of healing, I pre-cast a Holy Light on the MT (as MT healing is my main assignment) so that it lands just as the aura fades. I then Holy Light a second person, usually on low health (whilst 2x FoL might be better, the splash healing from the HL glyph is handy for this encounter), and finally I Holy Shock a third target quickly before the aura returns. I usually hold off on Divine Guardian (prot talent) until the end of the fight, just in case we get to the soft enrage where he starts casting doom more frequently.
Good luck with the encounter, it's a very technical healing and dps race.
Hokuto Dec 7th 2008 6:31AM
For druids: also time your LBs for blooms right after the debuff fades. If you got Gift of the Earthmother you can toss a LB on up to 3 targets so they'll bloom right after Necrotic Aura fades.
The Claw Dec 7th 2008 6:12PM
Also, for Loatheb, if it gets tight, DPS need to use their damn heal pots! We did the fight on 25-man for the first time last night, and it was the messiest kill imaginable - 22 people dead at the end of it. Needless to say, I was a little unimpressed looking at the wowwebstats afterwards to see that only THREE of the dps used a heal pot during the fight.
blachand Dec 7th 2008 12:15PM
My advice for Heigan? Have two members in your raid carry smoke flares. One should be in the melee/tank group, and the other in ranged group. You can actually get into the back of the room before he engages you so have someone lay down some flares prior to the pull. As the melee group stops on the flare to wait out the burst, have the flare person lay another one where they stand. Then it's a simple repeating process, having the ranged person refresh the flares when they do the dance. It also does not hurt to have alternates incase internet/brain lag causes the person on flare duty to take a premature dirtnap. Also they don't always burst at the same locations on the rotation back to zone 1 - to remedy this just have the groups walk a bit past the flare when stepping into zone 2. Then go collect some phizzat lewts.
Ryan Dec 9th 2008 3:19PM
Really helpful guides! Could someone post min gear stats for Naxx for all the classes? Doesn't have to be too complicated... like:
Warlock
1500 SP
12000 HP
200 hit
and so forth...
Yllana Dec 28th 2008 6:44PM
Any1 has any info on the Gauntlet? ... cause we kinda did it the first time doing it slow, but after we wiped on Loatheb .. we weren't able to get through it again ....
any tactics would be very helpful :)