Ready Check: Guide to Naxxramas (Gluth)

Hey folks. This installment is going up a bit late due to connection issues that left me offline for most of last week, for which I sincerely apologize. We'll have Gluth today, Thaddius tomorrow, and Sapphiron/Kel'thuzad on Saturday, which should finish off all of Naxx for us. But first, let's run with the Big Dog.
GLUTH
Gluth is one of the tougher bosses to execute, mostly because your raid's attention is going to be divided between Gluth himself and the annoying (but amusingly-named) Zombie Chows. I think this bears the distinction of being the only boss fight in WoW where you not only fight the boss, but you also fight his dinner.
Boss abilities:
- Melee: He hits like a pansy. 'Nuff said.
- Mortal Wound: You'll need two tanks to deal with this. Mortal Wound is a stacking debuff reducing healing received by 10%, so you'll want to pass him off before you're sitting on too many stacks and receiving angry tells from the heal team. Because Gluth is tauntable and doesn't hit very hard, you have some wiggle room on when you'll want to have your offtank taunt. Some guilds rotate taunts at 2-3 stacks; others wait for as much as 5 stacks (it's usually not advisable to wait much beyond that). This is mostly a function of tank and healer gear; do whatever works best for your raid. The debuff itself lasts only 15 seconds so tanks don't have to wait long before they're ready to taunt off their colleague.
- Enrage: Enrage increases his melee haste and damage for 8 seconds. Again, he doesn't hit all that hard to begin with, but an Enrage coupled with a few stacks of Mortal Wound on the tank can get a little hairy for the healers. Hunters can use Tranquilizing Shot and Rogues can use Anesthetic Poison to dispel this, however.
- Decimate: This is his truly ugly ability, instantly reducing everyone's HP to 5% of their maximum health. The tank currently on Gluth will need to be healed quickly.
- Devour Zombie: Any Zombie Chow that gets close to him will be eaten, restoring 5% of Gluth's HP. In an ideal world, this never happens.
Adds, adds, adds:
- Zombie Chows: Shortly after the fight begins, Zombie Chows will begin spawning on the grate every 10 seconds. With each melee hit they apply a debuff called Infected Wound, which increases the amount of melee damage taken by the target by 100 and stacks up to 99 times. Because the Zombie Chows are vulnerable to snares and because the Infected Wound debuff stacks so quickly, they should be kited. DPS Warriors are particularly good at this as Hamstring can be spammed and they won't take much damage if a Zombie Chow gets close, but additional snares (particularly on 25-man, where 2 zombies spawn at a time rather than one) will help a great deal. Earthbind Totem, Frost Nova, Crippling Poison, Frost Trap, etc. all work just fine. Before Gluth uses Decimate, do not bother trying to DPS the Chows (see below for why this is); just keep snaring and kiting them.
DPS: DPS has the hardest job on this fight, mostly because success depends on an experienced kiter or kiters on the zombies and your ability to kill the adds quickly within a short window of time. You'll need to determine who's on Zombie Chow kite duty before the fight starts. On 25-man you'll probably need 2-3 people, possibly even 4 depending on their spec and cooldowns. On 10-man, 1 or 2 people should be sufficient. Either way, these people won't be doing anything else but kiting and then killing zombies.
DPS not occupied with kiting should stay on Gluth until Decimate, at which point the Chows will drop aggro and make a beeline for him. Decimate also reduces their HP to 5% (50,000 on 25-man, 25,000 on 10-man) so they can be killed easily, especially if you have decent AoE. Raiding mods should alert you when Gluth is within 10 seconds of doing a Decimate, so DPS should be prepared to switch to them immediately a few seconds before Decimate actually occurs. Nothing else matters but killing the Zombie Chows before they reach Gluth, or the fight gets long and ugly. Depending on the snare effects already on the Chows, you'll have at most 5-8 seconds before they'll get within gobbling range of Gluth.
Because Decimate doesn't occur very often (and with good DPS you'll kill Gluth after only one or two Decimates) the kite job essentially lasts for the length of the fight itself.
Healers: Tank damage on this fight is generally pretty light unless your Gluth tanks zone out and forget to rotate taunts. The first indication that this has happened will typically be when your critical-strike Holy Light hits the tank for 200. Otherwise, this is a very straightforward fight. You'll need to devote some attention to the people kiting Zombie Chows, however, as odds are very good (especially if it's a melee player doing the kiting) that they will be hit at one point or another.
ACHIEVEMENTS
There are no achievements associated with Gluth.
10-MAN vs 25-MAN
Less health and damage on Gluth's part, and fewer Zombie Chows spawn on the 10-man version (it's 2 every 10 seconds on 25-man, 1 every 10 seconds on 10-man). Otherwise, the fight's the same.
Filed under: Analysis / Opinion, How-tos, Features, Bosses, Guides, Wrath of the Lich King, Ready Check (Raiding), Achievements






Reader Comments (Page 1 of 2)
Stane Jan 21st 2009 4:03PM
Very good thanks a lot :) That was very informative and helpful.
btw, first! ^^
DCoW Jan 21st 2009 4:09PM
For dps, It cannot be expressed how much you have to learn kiting, even if for just this battle.
I've seen runs where just one zombie chow caused a wipe(thanks to less than adequate number of healers).
I mean as a druid healer I've had to sometimes use my roots to prevent them from moving and waiting for decimate so the dps can snuff these guys out.
but yeah. the rest of it sounds about right
Demgar Jan 21st 2009 4:33PM
I would like to add that we have found Death Knights to be invaluable kiters.
Death and decay for AoE aggro
Run speed increase to get away
Death grip for the stragglers
and tough enough to survive high stacks of infected wound
They were made for the job.
The better the Chows are kited, the tighter a group they will be in when decimate hits. If they are spread out all over the place, you are screwed, you won't be able to kill them all in time. If you have them in 1-2 neat groups the AoE will take them down in nothing flat and back to Gluth!
Also, a good tactic is to have kiters switch off after decimate, so no one gets too high a stack. New Chows, fresh kiter.
Always Power word: shield a fresh kiter (and try to refresh it), as the debuff won't go on them and start stacking while the shield is up. That means each zombie hit only does 100dmg to the shield and it lasts a LONG time with no debuffs added.
GL and HF!
Procris Jan 21st 2009 6:33PM
I'd say Paladins are far better kiters than DKs are, especially a ret paladin (though any spec paladin should have no problem).
*They have the same speed increase you mention (most include it in spec).
*Same survivability as a DK would have (due to plate and stam)
*Same AoE (though Death and Decay has slight larger radius, not that this matters much as they spawn in the same location each time)
*Exocism or the new 30 yard taunt for pulling zombies out of raid (Hand of reckoning has a ever so sweet 8 second CD vs the rather too long CD of Deathgrip)
*They have an AoE stun, which makes them far better at getting out of the... "oh shit i'm dazed".
That being said, i can think of quite a few classes that make fine kiters and whatever works really. In 25 man this fight can become quite easy, especially if you have hunters laying frosttraps, shaman using Earthbind totem, it really helps the kitter.
foobar Jan 22nd 2009 8:22AM
Paladins far better than DK? I can't see that much difference. I would say that both classes are good enough for this job. Few advantages of DK's:
- We can place AoE threat in whatever place we want, not on our current position like Paladins.
- We all have Unholly presence (+15% speed), don't need talent for it.
- We also have two taunts (30yd Dark Command taunt, 8sec CD and 20yd Death Grip, longer CD).
So... what's the difference? Both classes have great abilities for this job, the only think that matters is the player. If you can kite them well, no matter what class you play.
Jason Jan 21st 2009 4:15PM
Good summary of the fight. I can't wait until my guild is ready to get into the Construct Quarter. Since I alternate between healing and tanking I won't be the one tasked with kiting, which is fine by me. ;)
Sandbenders Jan 21st 2009 4:17PM
Can either of these debuffs be cleansed? Is it practical to try to handle it that way?
Graargh Jan 21st 2009 4:30PM
No, neither the Mortal Wound nor the Infected Wound can be dispelled. In my guild, our bear tank kites the Zombie Chow, and always ends up with 99 stacks of Infected Wound, but since his health is so high, it really doesn't matter that much. An extra 9900 damage per hit isn't that big of a deal if the tank usually avoids being hit, has a huge amount of HP (like a feral druid tank), and you have good heals on the kiter.
Demgar Jan 21st 2009 4:33PM
Die and Battle-rez or wait for the debuff to wear off are the only ways to get rid of it. It's fairly short duration actually.
omenscourge Jan 21st 2009 4:24PM
pre 3.08 I got put on kite duty in a heroic pug as a DW DK. The thought was if one got away I could DG it back. It was ugly, took two tries, and a battle rez on me but we got it done.
Post patch 3.08 an Unholy DK spamming IT, Pest, and UB should be able to easily collect all the chows and run in a circle to keep from getting instagibed when 15-20 zombies hit you at once.
http://omenscourge.blogspot.com
Matt J Jan 21st 2009 4:25PM
One alternative strat for 10 man that my guild uses is to have one tank on Gluth, one tank handling the adds (usually a pally), and using a hunter (me) with distracting shot to clear the tank's debuff.
As long as the hunter on one wall (right for us), and the chow tank keeps everyone to the middle left side Gluth won't nab a chow on his trip. The hunter does need to be aware of time left on decimate (clear the tanks buff around 5-15 secs before decimate so you can help aoe the adds), and the debuff stacks on the tank (aim for clearing the third stack, to give you some lee-way if you distract too late).
The Mortal Wound debuff on the tanks lasts for 15 secs and is reapplied every 5 secs. I usually aim to use distracting shot at 8 secs left on the debuff (takes a sec or so for the shot to actually hit)
Putts Jan 21st 2009 4:41PM
Just a quick addition to your 25-man vs. 10-man section...
On the 25-man version, the zombies can spawn from any of the 3 floor grates in the room. On the 10-man version, they only spawn from the central grate in the room, making things much easier on the kiters.
Bumkin Jan 21st 2009 4:47PM
My guild doesn't have kiting classes per say. However we've adopted a strategy that works pretty well.
My two tanks are paladins. During this fight, we have the OT keep the zombies on the OT in the back.
I'm a moonkin and have a feral offset. During this fight, I switch to bear form with my feral set.
I basically play an OT during this fight, thus allowing the other paladin to keep the zombies in the back.
This strategy has worked this best for us and 1 shot this guy all the time with it.
John W Jan 21st 2009 5:03PM
A good guide, in general.
Two additional thoughts, from a pally healer's perspective.
1) The person kiting the adds will usually take a couple of hits, and will also often be out of range of the MT healers. Thus, it is crucial that in both 10 and 25 man at least one healer is sure to stay in range of the add-kiter. The damage will increase as the fight progresses (infected wound) so don't be lulled into a false sense of security at the beginning. A SS can be quite helpful. In general, pallys make great kiters because they can just run laps around the back of the room, popping a consecrate right behind the DPS on every pass. Plus, Holy Paladins can Holy Shock themselves while kiting and thus don't need a healer.
2) When Gluuth decimates, all the zombies will make a beeline for him and cannot be slowed. They can, however, be stunned. Pally healers should position themselves in between gluuth and the adds so that he can pop holy wrath as the pack runs towards Gluuth. The 2-second stun makes all the difference.
jbg Jan 21st 2009 4:49PM
As a prot pally, i am usually on kite duty. Just drop consecrate in front of the grate and ran back-and-forth, always dropping consecrate as you pass. If one gets by, you can just Exorcism to Avenger's Shield to get it back.
I always end up with 90+ stacks of the debuff, but don't have any problems. Also when decimate hits, you can use Holy Wrath for the aoe stun to allow dps to finish off the chow.
Algulan Jan 21st 2009 4:54PM
The first time I tried Gluth as a pre-patch BM hunter, I failed. I was on kiting duty and was pretty scared. I unfortunately used aspect of the cheetah, got stunned, then they pwned me. It wasn't pretty.
Last night, SECOND try ever, after having respecced Survival post-patch, I am proud to say I succeeded. The improved traps kept the floor nice and slick for a good while, and I used the awesome explosive shot to build aggro on the chows. I was able to keep them busy, grouped up, and when they were all called to the front, they were easy to AOE.
This was a guild first. When it was over, someone on vent said "Alg, you are the ****in man!"
Made me feel like a NON-huntard for sure. :) Good luck to you, and don't be afraid to try.
Tatko Jan 21st 2009 11:42PM
Very similar experience here, wasn't doing well as BM, so I respecced to SV which helped.
I run as a resto druid usually, but I go on my hunter just for this boss. It's kind of nice, because the boss has a chance to drop most of the stuff other bosses in Naxx drop.
Gemini Jan 22nd 2009 7:47AM
BM hunter here, been on kite duty both times I've run Gluth (10-man), had no problems with the zombie chows (except when the DPS on Gluth forget to AoE them down after decimate >
Chrom Jan 21st 2009 5:02PM
The easiest way to do this is have a pally of any sort do the kiting. You just need a frost trap or tremor totem to do large circle/ovals around and dropping consecrate near where they come out. I"ve done it as ret and holy and it is not difficult at all, just takes a little bit of running. Holy is a bonus, because you can heal yourself during it.
Rictus Jan 21st 2009 6:03PM
You mean Earthbind Totem, right?