Ready Check: Guide to Naxxramas (Construct Quarter, part 2)
Trash between Patchwerk and Grobbulus is all run-of-the-mill Flesh Giants with the exception of the so-called Frogger Hallway. A continuously-spawning series of oozes will path across the hall directly in front of you and will usually one-shot any player who gets too close. You'll need to move between the three lines of oozes without hitting any, which is actually a little harder than it sounds given player or server latency. The technique that works for me is to err on the side of going too close to the ooze to your right; this will compensate a bit for any latency on your end, and I've never died doing that. Of course, the true cynic would opine that a foolproof strategy is waiting for someone in front of you to die, then crossing while there's a gap in the oozes, but theoretically you can't count on this to happen every raid. In practice, you usually can.
GROBBULUS
Grobbulus is an unpopular fight on the tanking forums at the moment due to what are assumed to be new mob pathing mechanics implemented in Wrath. No one's exactly clear on what Blizzard's changed, but the popular theory is that servers are attempting to compensate for player lag by estimating where you're likely to be based on your movement, rather than where you actually are. This has led to a lot of mobs pathing straight through moving players while aggroing, which is something of a nuisance for tanks attempting to position and generate threat (particularly bears, as Druids do not have 360-degree threat generation).

The reason I mention this is that Grobbulus has this annoying tendency to walk right through tanks while they're kiting him around the room, which requires tanks to move even farther, or Grobbulus to turn around and walk back to reposition himself in front of the tank. When this happens while he's performing Slime Spray, melee in the vicinity are at risk of spawning a Fallout Slime as they will suddenly be within Grobbulus' hitbox. Melee were never great on this fight to begin with due to his Poison Cloud, but the Wrath pathing mechanic has made them more of a liability, and my guild doesn't use any melee on Grobbulus in part because of this.
Otherwise, Grobbulus is significantly easier than Patchwerk. He's an execution fight, and isn't very punishing on an undergeared raid as long as people are careful about watching their debuffs.
Boss abilities:
Tanks: One tank is needed for Grobbulus himself and will spend the fight kiting him around the big rectangular room in order to stay out of the Poison Clouds. You won't need to be in continuous motion, but you will have to move each time he starts to form one. One offtank is needed for the Fallout Slimes that Grobbulus spawns, although it can be helpful to have another offtank around if the offtank gets Mutating Injection while tanking an ooze. They don't hit very hard, but they do do some light AoE nature damage.
DPS: Typically my own guild has ranged DPS on Grobbulus and keeps melee on the slimes. It's entirely possible to reverse this, or to keep the entire raid on him with the exception of some ranged DPS on the slimes, but it does increase healing load as melee will almost certainly take damage from the spawning Poison Clouds (it also increases the chance that you'll wind up spawning a ton of slimes, as he can chain Mutating Injection and Slime Spray fairly close to each other).
If you tend to run with a very melee-heavy raid and you won't be able to avoid the enrage timer (9 minutes on heroic, 12 minutes on normal) without putting melee on him, your tank will need to kite Grobbulus a little further to ensure that there's an unmarked spot for melee DPS after each Poison Cloud, and melee will need to attack him from maximum range to ensure they are never within his hitbox. Players with Mutating Injection cannot explode or be cleansed anywhere close to the boss with melee on him either. Otherwise, DPS is pretty easy. Keep moving so that you're never in front of Grobbulus as the tank kites him around the room, and watch your debuffs so you're well out of range of the raid when you get Injected.
Healers: This isn't a particularly difficult fight to heal as long as Injected people explode along the wall. Grobbulus' melee is respectable but not scary, especially if your tank already has a few purples. The main danger to the raid is too many Fallout Slimes being spawned if people get careless about where they are in relation to Grobbulus, or a person being cured of Mutating Injection too early. If you typically use mods like Healbot and Decursive, resist the urge to cleanse as soon as you see the debuff pop up. And whatever you do, shammies, do NOT drop Disease Cleansing Totem. An additional warning for Paladins with the Holy talent Pure of Heart: you will have only 5 seconds to get to the wall, rather than 10.
10-MAN vs. 25-MAN
No real difference apart from increased damage on heroic. There's also no Achievement associated with Grobbulus unless you count The Immortal and The Undying.
I hope this helps, and we'll see you folks tomorrow for Gluth and Thaddius!
GROBBULUS
Grobbulus is an unpopular fight on the tanking forums at the moment due to what are assumed to be new mob pathing mechanics implemented in Wrath. No one's exactly clear on what Blizzard's changed, but the popular theory is that servers are attempting to compensate for player lag by estimating where you're likely to be based on your movement, rather than where you actually are. This has led to a lot of mobs pathing straight through moving players while aggroing, which is something of a nuisance for tanks attempting to position and generate threat (particularly bears, as Druids do not have 360-degree threat generation).

Otherwise, Grobbulus is significantly easier than Patchwerk. He's an execution fight, and isn't very punishing on an undergeared raid as long as people are careful about watching their debuffs.
Boss abilities:
- Poison Cloud: You'll see him start to spawn this under his feet every few seconds (watch for it; the graphic is pretty obvious). At first the cloud isn't too big, but will grow to more than double its size, so your tank will need to back up a sufficient distance not to be caught in it as the cloud does about 2-3K a tick nature damage on Naxx-25.
- Mutating Injection: A random player is "injected" with this disease and, after 10 seconds or upon being cleansed, will explode for roughly 10K nature damage to themselves and any player within range and leave a Poison Cloud beneath them. Ideally you want to make sure each player is safely on the side of the room before the disease is cleansed or they explode; otherwise the Poison Clouds are going to be left in fairly inconvenient or dangerous areas for the raid. Injected players will need to be healed once they explode. As the fight goes on and it may become more difficult to find an area alongside the wall not covered with Poison Clouds, they may also need to be healed through the damage they'll take from preexisting Clouds while they're waiting to explode. As Grobb's health drops, he will do this ability more and more often, to the point of chaining it constantly as he drops below 10% health.
- Slime Spray and Fallout Slime: A frontal cone AoE nature damage spray that will spawn one Fallout Slime per player caught in it. If your raid is moving correctly, only one slime -- the tank's -- is going to spawn. Slimes are tauntable and should be picked up by an offtank.
Tanks: One tank is needed for Grobbulus himself and will spend the fight kiting him around the big rectangular room in order to stay out of the Poison Clouds. You won't need to be in continuous motion, but you will have to move each time he starts to form one. One offtank is needed for the Fallout Slimes that Grobbulus spawns, although it can be helpful to have another offtank around if the offtank gets Mutating Injection while tanking an ooze. They don't hit very hard, but they do do some light AoE nature damage.DPS: Typically my own guild has ranged DPS on Grobbulus and keeps melee on the slimes. It's entirely possible to reverse this, or to keep the entire raid on him with the exception of some ranged DPS on the slimes, but it does increase healing load as melee will almost certainly take damage from the spawning Poison Clouds (it also increases the chance that you'll wind up spawning a ton of slimes, as he can chain Mutating Injection and Slime Spray fairly close to each other).
If you tend to run with a very melee-heavy raid and you won't be able to avoid the enrage timer (9 minutes on heroic, 12 minutes on normal) without putting melee on him, your tank will need to kite Grobbulus a little further to ensure that there's an unmarked spot for melee DPS after each Poison Cloud, and melee will need to attack him from maximum range to ensure they are never within his hitbox. Players with Mutating Injection cannot explode or be cleansed anywhere close to the boss with melee on him either. Otherwise, DPS is pretty easy. Keep moving so that you're never in front of Grobbulus as the tank kites him around the room, and watch your debuffs so you're well out of range of the raid when you get Injected.
Healers: This isn't a particularly difficult fight to heal as long as Injected people explode along the wall. Grobbulus' melee is respectable but not scary, especially if your tank already has a few purples. The main danger to the raid is too many Fallout Slimes being spawned if people get careless about where they are in relation to Grobbulus, or a person being cured of Mutating Injection too early. If you typically use mods like Healbot and Decursive, resist the urge to cleanse as soon as you see the debuff pop up. And whatever you do, shammies, do NOT drop Disease Cleansing Totem. An additional warning for Paladins with the Holy talent Pure of Heart: you will have only 5 seconds to get to the wall, rather than 10.
10-MAN vs. 25-MAN
No real difference apart from increased damage on heroic. There's also no Achievement associated with Grobbulus unless you count The Immortal and The Undying.
I hope this helps, and we'll see you folks tomorrow for Gluth and Thaddius!
Filed under: Analysis / Opinion, Ready Check (Raiding), Wrath of the Lich King, Bosses, Raiding, Features, How-tos, Tips, Achievements, Guides






Reader Comments (Page 1 of 2)
Abscynth Jan 11th 2009 12:22AM
You don't use ANY melee on Grobbulus? We've never had an issue with melee on this fight..We generally have a large melee team (2-3 Rogues, 1 Fury Warrior, 1 Enhance Shammy, 1-2 Ret DPS) And the MOST slimes we've ever had tossed at us is 2.
It is not necessary to exclude melee from this fight.
Allison Robert Jan 11th 2009 12:46AM
Our raids tend to be less melee-heavy than yours (as many as 7 means that effectively half of your DPS is melee, which is a lot), which is one of the reasons we just don't bother. We've also had poor luck with Grobbulus chaining Mutating Injection and Slime Spray. As our ranged DPS has no issue killing Grobbulus well within the enrage timer, we elect to keep melee out and killing slime spawns efficiently to reduce healer load (and the window of opportunity for the offtank to get Injected while tanking a slime) as well.
As I've noted, it's certainly possible to use whatever combination of DPS on Grobbulus and the slimes as you want (the aforementioned strategy is just what works for us), but generally speaking: a). the healing load is heavier if melee DPS stays on Grobbulus full-time, and b). Most raids are typically more ranged-heavy than melee-heavy anyway due to class and spec demographics. So for a raid trying Grobbulus for the first time, keeping melee out is often just the easier strategy. If our ranged DPS had difficulty killing him before the enrage, we'd certainly reevaluate.
rosencratz Jan 11th 2009 1:58AM
Our melee stands to the side of Grob, Save them from clouds and slimes. If you can afford to bench them toslimeslaying duty though it can't hurt i guess.
As this is a "ready check" however i'd imagine we should assume the raids gear is not great and thus all DPS in the raid would be required for the boss.
M Jan 11th 2009 10:12PM
"the healing load is heavier if melee DPS stays on Grobbulus full-time"
Not really. There is no special reason for this if everyone does what they're supposed to do. It requires:
1) Tanks to position and move him correctly
2) Melee stand behind the boss
3) Melee not to stand in or walk through poison clouds
4) Injected people to be far enough away from DPS (behind boss) to explode without hitting them.
Pretty much the same kinds of mechanics as any other boss fight, with the exception of exploding. If your tanks or your DPS can't do it, you have more problems besides Grobbulous.
Wrath is very melee-unfriendly, but nothing about this fight is particularly dangerous for melee.
Aykwa Jan 27th 2009 5:59PM
After a few failed attempts, we worked out a strat that really works smooth for us in 10-man. Main points:
Main Tank: He tanks both the boss and the slimes as they come up. He is a solid tank and has no problem holding aggro while doing this. This means we don't need an OT for this fight, so the OT puts on his DPS gear and we get more damage out of it, plus the slime dies faster so there's less running around killing slimes and more dps on the boss. Also the MT turned off run and just walked backwards without stopping, as that is a great speed.
Heals: Of the 3 healers 1 stays on the MT (was me last night, a druid, and the hots are nice when you get injected and can still heal and run for the wall, and I had no problem keeping the MT topped off at all times), the other 2 healers each healed 1 group against slime damage, injection damage, whatever.
DPS: We had a 50/50 mix of ranged and melee, everyone simply knew when to run to the wall and did it well. And since our OT was now DPS and nobody ever had to chase down a slime, our raid DPS went up a nice amount.
Final Result: First try with this strat we downed the boss in about half the time until the enrage timer went off, and that's after one DPS lagged out and died in the first 30 seconds. Healers never got close to being out of mana, and nobody else besides the lagged out player died. Easy, quick, and smooth. =)
Abscynth Jan 11th 2009 12:50AM
Yea, I read all that after* I posted - Fail on my part for not reading second paragraph of article before commenting..
We have some phenomenal tanks in our guild (We had a tank DC@ 30% on Loatheb...And his toon (Who somehow didn't disappear right away) held aggro until the boss was dead).
Good guide for guilds still having troubles in Naxx.
Allison Robert Jan 11th 2009 12:57AM
No worries. It was a valid criticism of what I expect is not the orthodox strategy for dealing with Grobbulus, and it does have a major weakness in the form of making the fight longer than it has to be. We don't change it because it works and we're lazy. :) Also, it's a very, very safe way to deal with Grobbulus while you're going for the Immortal/Undying achievement, as it hugely limits any opportunity for the RNG to screw you over.
oscurotoro Jan 11th 2009 1:31AM
Um... yeah.
If your raid is doing the Loatheb fight right they have the spore buff which increases critical strike chance by 50%, and reduces threat generated by 100%. Gratz to your tank for putting out greater than zero threat.
Also my server Korgath-US apparently doesn't follow demographics very well because 9 out of 10 chars are melee dps.
Abscynth Jan 11th 2009 1:38AM
Well I'm melee..Can't speak for our casters but not everyone always has the buff..Either a caster will get trigger happy and blast one to early - Or just bad luck when one blows up in the middle of everyone..
We're obviously doing something right due to the fact we are consistently able to one shot him (Not that he...Or really any other boss (Except when Thaddius is lagged out) gives us any trouble anymore)
oscurotoro Jan 11th 2009 1:41AM
Anyone else seen the video of two people (pally/warrior I think) two manning Heroic Loatheb?
Bloodletter Jan 11th 2009 12:54AM
I find the fact that you don't take melee DPS just for Grobbulus hilarious.
What do you do for 25 man? All ranged?
Allison Robert Jan 11th 2009 1:03AM
Oh, but we *do* have melee DPS. They are just expected to level their throwing weapons on Grobbulus. And read Proust. And return to the raid a kinder, gentler person.
Bloodletter Jan 11th 2009 1:01AM
To be more constructive, if you want the most balanced set up for Grobbulus, and most of Naxx possible at 10 man (which personally I find harder than 25 man), here it is, in my opinion :
2 Resto Druids (+ 2 Buff + Hots + Combat Rezz)
1 Restoration Shaman (Bloodlust)
1 Warrior Main Tank (Grobbulus)
1 Paladin Off-Tank ( Slimes)
1 Retribution Paladin (Damage Speed Increase, Ret Aura, Lots of Raid healing with JoL, +1 more buff)
1 Afflo-Lock (Haunt)
1 Mage
1 Hunter
1 Shadow Priest
Raven Jan 11th 2009 10:44AM
The only annoying thing about having a Paladin tank taking the slimes is currently we don't have a single target taunt - you taunt the slime and you are likely to have an angry Grobulus turn around and start beating on you if the Grobulus tank isn't quick to taunt back.
MrDuck Jan 11th 2009 6:24PM
Exactly,swap the warr and pally and you win easily :>
Jacob Parsons Jan 11th 2009 1:29AM
While I understand why you take melee off the boss completely, my guild has found a way to manage it without putting a huge stress load on the healers. It starts off with all DPS on the boss. When Grob puts down a poison cloud, the tank pulls him roughly "1 poison cloud" away. When someone gets injected, they move into this gap. When a slime spawns, the melee hang back in that open space and kill it. Occasionally we keep the melee on the boss (and thus totally out of poison clouds) and have the ranged kill the boss. The secret here is the kiting technique.
paper Jan 11th 2009 11:44AM
There is a really helpful video of this technique(dropping the mutagen clouds between the regular clouds) at tankspot: http://www.tankspot.com/forums/f206/41899-naxxramas-grobbulus.html
In practice, it's kind of tricky to get down just right, though with practice the main tank can figure out just how far to move between each cloud. Where it breaks down is toward the end of the fight, when the mutagen is coming so fast that there really isn't time or space to get everyone's in between the normal clouds.
Fireflash38 Jan 11th 2009 1:46AM
The key to not spawning slimes or getting caught in poison clouds as melee, is to be on the SIDE of Grob. If positioned right, you can avoid parries, slimes, and clouds.
My guild has done this guy fairly easily with a group of all melee except one hunter, so really, it depends on how well your DPS is paying attention.
Fenn Jan 11th 2009 4:09AM
A few people are forgetting that this is a 'guide' on WI and therefore should have two main characteristics:
1) It's an overview of the fights (most likely for those who've not been to Naxx yet or those having troubles with some fights.)
2) It's an individual's opinion.
On both counts it does well.
Personally, I find the best kind of sandwich to have whilst raiding Naxx can be constructed as follows:
2 slices of bread (one buttered, the other off-tanking with mayonnaise)
1 slice of cheese (irish mature-specced)
2 slices of tomato
1 leaf of lettuce (iceberg if possible)
With a cup of tea or even a glass of orange juice as well, I find it's the best approach for taking on Naxx (10 man, of course.) It gives you something other than your arm to bite into when someone goes on about the 'perfect' boss tactic or raid makeup...
25-man you might need alka-seltzer as well...
Groth Jan 11th 2009 6:12AM
Interesting, the general consensus in my guild is to swap out the tomato for ham, and to ensure that you have an insulated mug so when you remember that you made a cup of tea 20 mins ago its still warm!