Ready Check: Guide to Naxxramas (Military 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 visit some Death Knights in their natural habitat.
Are you a fan of our new death knight brethren? If so, you're in for a treat: there are plenty of them in store for you in this quarter of Naxxramas, as we continue our journey towards Kel'Thuzad's throne. Our whistlestop tour will pop in and visit Instructor Razuvious, Gothik the Harvester and finally the Four Horsemen, whose charismatic yells punctuate the wing as a whole.
Remember, if you want everything to be a surprise, don't read beyond the cut!
A quick word about trash. Several of the packs leading up to Razuvious, and between Gothik and the Horsemen contain Dark Touched Warriors. These pleasant chaps whirlwind a lot, which means if you're melee you'll likely be picking yourself up off the floor multiple times unless you get out of their way (or stun them). There are also axes between Razuvious and Gothik which whirlwind, swords that cleave and staves that AoE, so all in all, this isn't a great set of trash to get close to.

Instructor Razuvious
The first boss in the Military Quarter, there are no special achievements linked to Razuvious. The boss himself hurts -- really hurts -- on a regular tank. Fortunately, he just so happens to be surrounded by adds which are far more suited to tanking him.
The normal and heroic versions of the fight differ slightly in execution, although not in principle. On heroic, Razuvious has four adds which need to be mind controlled by a priest and offtanked when they're not being MCd. On normal, it's a little simpler - there are only two adds, and any player can use the provided Obedience Crystals to control their add. (Since the adds won't need offtanking, it makes sense to assign the tanks to this, but you can use anyone.)
There are two key points to controlling the Understudy adds and tanking Razuvious. Firstly, the player about to take over tanking needs to hit Bone Barrier (which provides a 75% damage reduction effect), then Taunt Razuvious (key presses: 6 then 5). You can communicate when to switch by text, voice or simply by looking at the duration of the existing Taunt debuff on the boss. Taunt and Bone Barrier have the same duration, so when the other controller's Taunt is about to wear off, so's their Barrier -- meaning it's your turn.
Secondly, it's important to manage the breaks in mind control so that they do not happen when you are actively tanking. On normal mode, you can cancel the crystal's effect by performing a spell or action, or manually dismissing the pet, then immediately click the crystal again to control the mob. Priests can simply dismiss a mob as soon as it's finished tanking and pick another from the offtanked mobs.
There is a small amount of raid damage during this fight, but it's important to heal the mind-controlled understudies or they will die before the boss does, leaving your tanks to get one-shotted by Unbalancing Strike.
Finally, note that Mind Soothe and simply letting the boss patrol away can make for a smoother pull than if you rush in blindly. Once Razuvious has died, enjoy a brief period of mega-damage on the understudies!
Differences between normal and heroic:
4 adds on heroic, 2 on normal
Adds must be mind controlled on heroic, Obedience Crystals on normal

Gothik the Harvester
Have you been missing Hyjal? Do waves of adds thrill and excite you? Fantastic! Gothik is an interesting but fairly simple fight, with no special achievements. It centres around (you guessed it) waves of adds, which spawn on the Living Side -- the side you enter -- and, when killed, reappear in spectral form on the Dead Side (through the gate in the middle, which is initially open, but which closes once the boss is engaged).
The trick to the encounter is to split your raid evenly between both sides, ensuring you have at least one tank on each side. As mobs appear on the living side, kill them in a controlled fashion so that the flow of mobs to the dead side is sensible -- if you AoE madly on the living side, the dead side will become overwhelmed. There are three types of mob: trainees, death knights and riders (which come with horses on the dead side). Trainees do not hit very hard or have many hitpoints, so if you are having trouble tanking, they can be ignored -- death knights and riders need to be tanked, though.
After four and a half minutes Gothik lands on the living side, and this part of the fight is effectively a tank and spank with a stacking -stats debuff that means you don't want to just stack your raid full of tanks and healers. He will teleport through to the dead side after a while, and the central gate will open at 30%, letting you all finish him off.
Differences between normal and heroic:
No differences beyond health/damage of mobs.

The Four Horsemen
One of the definitive encounters in the original Naxxramas, the Four Horsemen fight is still a lot of fun when executed well. The encounter has a linked achievement, And They Would All Go Down Together, which requires a slightly different approach to the fight -- we'll look at that in a little while.
The encounter, as you might suspect, consists of four mounted death knight bosses, each of which has some unique abilities. They also share certain properties: each of them will run to a particular corner of the room when they are engaged, and each has a 45-yard aura ('mark') that deals damage when cast, and stacks. You don't want to get more than 3 stacks of a particular Horseman's mark, as the damage rises considerably.
It's also worth noting that Thane Korth'azz (who runs to the near left corner) casts Meteor, which splits its damage amongst those it hits, so you want to hug up around him; Lady Blaumeux (far left) creates void zones, which you don't want to stand in; Sir Zeliek (far right) casts a chaining holy bolt, so spread out around him; and Baron Rivendare (near right) doesn't create any environmental hazards.
So how do you tank four mobs when you probably only have two or three tanks in the raid? Fortunately, the encounter is designed with flexibility. The two rear bosses -- Blaumeux and Zeliek -- cast magical damage on the closest player, meaning that anyone can tank them. By relegating a caster and healer(s) to each of the back bosses, you can keep them occupied while the raid kills the front two.
There are two approaches to dealing with Rivendare and Korth'azz. If you have the DPS, you can burn down Kor'thazz as fast as possible and not have to worry about switching. The more controlled approach is to switch after three marks, ensuring the raid is clumped up around Korth'azz in case of meteors -- the tanks need to run towards each other, taunt the boss they're not tanking, and then either run back to their original corner or swap corners (make sure you decide which of these you'll do beforehand!). Meanwhile at the back, at three marks, the casters and healers simply swap sides.
You need to continue switching at three marks until the bosses are dead, while avoiding the environmental hazards around each boss. Once tanks at the front are free, they can tank the mobs at the back in the normal manner (ensuring they are closer to the boss than melee and hunter pets).
If you're burning down Korth'azz, you don't need to split the raid up -- identify which tanks and healers will be taking the other three bosses and everyone else kills Korth'azz. If you're taking the more controlled approach, split half your DPS between the first two bosses. If you're going for the achievement, you need to try to evenly split up your DPS between all four and remember to communicate as they get low on health so that certain groups stop DPS if needed. On normal mode, it's a little harder to split the raid up evenly and you might need hybrids to help out with healing during either version of the fight.
Note that you can just pull by walking up to the bosses, and they'll run to their corners. However, if nobody is in range of one of them, a powerful AoE will hit the entire raid -- so position the players dealing with the rear bosses before you pull. (You can walk along the side walls and not aggro the bosses.)
When they die, the bosses' loot appears in a chest on the middle platform.
Differences between normal and heroic:
No differences beyond health/damage of mobs.
Next week we'll finish up our Quarters guide with the Construct (Abomination) Quarter, so if you ever wondered what all the fuss was about Thaddius, watch this space...
Filed under: Instances, Raiding, Bosses, Guides, Ready Check (Raiding)






Reader Comments (Page 1 of 1)
Firestride Dec 14th 2008 5:24PM
Minor note that makes me feel special because I've gotten to do this fight twice already (woot free time and awesome guild!): You have to get pretty darn close to aggro them, so you don't even really need to hug the wall. We've never had it happen by accident.
Firestride Dec 14th 2008 5:32PM
Ehem. For the Four Horsemen. Sorry.
Random Cow Dec 14th 2008 6:09PM
Don't forget about Jagged Knife on Instructor. It hurts quite a bit.
Antonia Dec 14th 2008 6:39PM
good article but light on the horsemen info..
nothings really being said about the back 2 horsemen..
Lady Buckfudder back there likes to create void zones, sure.. but she can create them nearly in succession of each other which means you also have to move a lot.. also she will cast them as your doing a switch, most of the time leaving a void zone in front of you as your running to and fro.. this also will cause trouble for some healers due to the increased movement needed for a tank or whomever to hold her as well as themselves... those healers without HoT's are going to feel the burn on her, it can get pretty out of control.
also for her in the 10man 1 person is fine for her, like a shaman or maybe a pally.. someone who can heal themselves, but keep in mind having to move a lot, its a lot of damage to be healing yourself through and if you get caught in even a tick of one to many voids your going to be screwed.
sir zeliek really doesn't like melee at all.. to its sorta impossible in many instances to have melee on him at all since his chain wraith holy thing is an instant cast and will rip the melee to shreds.. so when the front two drop its probably best to put the casters on zeliek and the melee on the lady.. melee will still have to move from her void if they pop up on them (and they will) but its a lot less painful to run from that then some instant cast thing that you cant ever really be out of range on because you have to be on the guys nuts to fight him. he makes it really hard on healers to keep melee up when he does his thing..
also i noticed in the 10man at least that the lady will often still try to shoot shadowbolts at the original person who was on her after the switch.. not right after, cause that makes sense, but a mark or 2 into it when she should be well onto the other person.. i don't know if its just threat mechanics at work or a bug but if you've got zeliek you REALLY don't want her paying ANY attention to you also..
there's also something to be said for the entire room and the effects of heroism:
the room is bigger then the "raid wide" area of heroism/bloodlust.. if your a shaman tanking either one of them in the back and are also assigned to popping heroism or bloodlust and are more to the back of the room then to its side (meaning the back wall itself and not the right or left ones) then your heroism/bloodlust will not reach those in the from of the room on the other 2 horsemen.. my thought on it is that no one at blizzard had any twinkle in their eye about heroism/bloodlust when Naxx was first created and no one really thought/saw it was an issue now.. so it leaves an interesting bug like situation where you can pop it in the back and no one in the front even gets the exhaustion from it. but i also wouldn't say this is an exploit or that theres a way to exploit it, cause honestly there still isn't much of a way to stack the effects if no one got the effect originally from it, its just a waste of one good limited time buff. so they probably wont bother changing it, and if they do they'll just make the "raid wide" ranger bigger.
ketsugi Dec 15th 2008 1:16AM
For those of you thinking of bringing two paladin tanks to the Four Horsemen fight... don't. Not until the next patch, anyway. For now, it's doable but unnecessarily complex.
If you have two paladin tanks, you will also need a hunter, warrior, death knight or druid around as a dps or healer. Preferably dps since they're less painful to sacrifice if something goes awry.
Paladin 1 taunts of paladin 2, so #1 now has both horsemen. Chosen dps uses taunt (druid goes into bear form to taunt, hunter uses Distracting Shot) on #1's original target, and then Paladin 2 taunts off the warrior/dk/druid/hunter. End result: the two paladins have switched targets, but it's a lot more complicated than simply taunting off each other, takes more time, and there's a small chance that your "offtank" taunter will die in the process.
ssandv Dec 15th 2008 12:59PM
If you have 2 pally tanks, just put the MT on Rivendare and zerg Thane. It's doable even with a 3-healer comp if you have your front two healers swap on 2 or 3 ticks (watch the meteor strike timing!). The tank can survive 6 or maybe even 7 ticks (disclaimer, I'm a bear. I have a *lot* of HP...) so even if after Thane dies there's a tick on the Rivendare tank before he can run out after the swap, he should be OK.
I know it can be done this way with 3 healers because...we've done it that way two weeks in a row. Protecting the healer on the Rivendare tank is the hardest part (unless your group has issues with grouping up tight and someone's eating the meteor all by themselves...)
steve Dec 15th 2008 10:18AM
Two questions for the folks that already have this on farm:
1. For Instructor in 25 man, does everyone pretty much do this with two priests swapping adds? I'm asking because we have more than two priests and have experimented with three, thinking that gave us a safety margin if someones MC breaks early. After a bunch of tries, I'm not sure this is better than two.
2. For the Four Horsemen, what is the optimal mix people find for tanking the two back bosses on 10, and on 25? We haven't gotten to it on 25 yet, on 10 we have been using a healer/caster combo, but not without some wipes.
Bezulba Dec 16th 2008 6:24AM
On the 25 man the back two hit for a whole lot more then on 10. We ended up having 2 tanks (a feral and a warrior) on them caus our mages were just taking too mutch dmg, just shoot them once and you're set. The adds ofcourse won't take any dmg and thus the fight will last a bit longer, but it's a lot more controlable since one hit won't take away 50% of your health like happens on a mage.
Chirri Jan 27th 2009 1:09PM
My guild's run this with three priests before, but we've thus far felt that having the third priest doing normal priestly things (healing or DPS) is more beneficial than just hanging around with the extra Understudy locked down.
It might help to train a greater variety of priests with what they'll need to do to tank this, should the usual priest tanks not be available on a given evening, but other wise I'm not really sure that MCing 3 provides enough of a benefit to yank the third priest from their usual role.
That said, it might be a good strategy on nights when the Naxx lag is particularly cranky. Delayed cast time, more time wasted between a landed MC and actually being able to control the NPC, would certainly shift the balance in favor of keeping an extra Understudy primed to take up aggro. You'd just need to make sure the MC is a bit staggered, so they're not all dropping at the same time, leaving you with nothing MC'd and the raid SOL.
Vesper Dec 22nd 2008 7:03PM
I think that summary of the Four Horsemen glosses over how much of a bitch it is it heal the back. Our guild tried it over and over again, rotating the healers as we each gave up almost crying (well, me at least) about our inability to keep the 3 in the back (2 casters and a healer) alive. After doing it on heroic with another guild, we finally tried it with 2 plate wearers, a warrior and a DK, because of their larger health pools. I mean, keeping 3 clothies with 15k alive is horrible there, but those guys have at least 20, 25k, which helps, not to mention Spell Reflect and DK spell dmg mitigation (and his ghouls that can take the brunt, and the spell sheild). We finally managed it with those because they didn't die within 30 secs. Maybe it's just because I'm new to healing, post Wrath starting at the end of Nov., and the other healer's were not especially geared (I'm a druid, and decently geared), but I'd recommend thinking about your DKs and warriors, or as another said, classes that can self-heal, too, for the back.
Daymon Dec 29th 2008 10:31AM
Note to your guild about DKs:
They are the best caster tanks, (even in DPS spec) keep that in mind next time you deal w spell dmgers from the beggining to save some wipping hours.
I had a similar question in 10man, which is actully harder for naxx than 25, we have a SP/EnhSham combo in our 2 healers group fpr the back horsemen, so they can heal themselves. Would that be enough? Ehn shammies can do crazy heals now w the thing that procs mana w dps.
Thorik Jan 20th 2009 2:28PM
Good guide, really easy read, and also thanks for fine-tuning it in the comments.
Was just wondering.....whats happened to the guide on the construct quarter?
Is it up on wowinsider yet? Cos if it is I can't find it.
Cheers.
Galthas Jan 31st 2009 5:48PM
For the Horseman fight, we've found the best way to tank the back bosses was to use an affliction or demo specced warlock (with doomguard) to tank one, and a shaman or paladin to tank the other. The warlock simply lets the doomguard attack the boss, throws up a DoT or 2 (more if he has points in the imp. DS talent), and then cast health funnel and drain life. If done properly, the warlock should take virtually no damage and and paladin can focus exclusively on his boss. At 3 stacks of the debuff, switch, rinse and repeat.
We've used this strategy successfully 9 times now (5 heroic, 4 normal), and every time we've downed the bosses on the first time (the one exception being the first time, where we wiped because of communication/confusion errors, not because of strategy flaws).