Ready Check: Guide to Naxxramas (Sapphiron)
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're heading to Sapphiron and Kel'Thuzad to visit a few old friends, complete Naxxramas, and wonder to ourselves why everyone on the server has a Journey's End but us.Welcome back! With the Spider Quarter, Construct Quarter, Plague Quarter, and Death Knight Quarter out of your way, the teleport to Sapphiron's room (and from there, Kel'Thuzad) will become available. There's no trash to worry about, just two big, ugly bosses between you and the completion of Naxxramas. Tonight we'll deal with Sapphiron; tomorrow we'll head in to finish off the big lich himself.

A lot of people consider Sapphiron to be more difficult than the Wrath version of Kel'Thuzad, and with good reason. On both the normal and heroic versions, Sapphiron functions as a test of your heal team's gear and efficiency with constant, low-level damage on the raid in addition to a nasty AoE and high tank damage. If your heal team is generally undergeared or has struggled with previous high-damage fights, you may want to shelve Sapphiron for the time being (especially if you're doing the 25-man version and most of the raid doesn't have frost resist).
Boss abilities (Phase 1)
In this phase, Sapphiron stays firmly planted on the ground while beating the living snot out of your tank. Raid members should stay relatively close to each other to assist with the efficiency of AoE healing abilities while keeping a firm eye on where Chill is going. On normal, you can safely keep your raid on either side of Sapphiron. On heroic, while there are arguments both for and against splitting the raid, I tend to favor splitting as long as players have the sense not to send all of the decursers and healers to a single side. Having half the raid on either side of Sapphiron minimizes the potential effects of Chill and creates fewer clusters are players move in Phase 2.

- Melee: Sapphiron hits hard. Expect to see melee blows in the area of 9-12K.
- Cleave and Tail-Swipe: Standard dragon abilities: melee DPS should stay around his hind legs.
- Frost Aura: A constant AoE frost damage aura that ticks each second. On the 25-man version especially, the damage is sufficiently potent that frost resist gear is advised (at least until your healers are well-geared). On the 10-man version, you probably won't need it unless you're having issues learning the fight, but it will make healing a lot easier. Because the entire raid needs to be healed constantly and Sapphiron is a relatively long fight, the heal team is well-advised to use high-mp5 gear.
- Life Drain: A curse randomly applied to 5 players on heroic and 2 players on normal every 24 seconds. Should be decursed immediately it heals Sapphiron even as it deals damage to players.
- Chill: A Blizzard-like effect that moves slowly around the room for the duration of the fight. Sapphiron can spawn more than one at a time, and your melee DPS are particularly vulnerable to getting wiped out by this if they're not careful. If you're caught in this, movement is slowed by 50% for 10 seconds, which is particularly dangerous during Phase 2.
Sapphiron takes to the air after 45 seconds and casts Ice Bolts while preparing to do a Frost Breath. Raid members need to stay somewhat spread out on this phase. If you're caught within 5 yards of someone who takes an Ice Bolt to the face, you'll take a potentially lethal amount of damage.
- Ice Bolt: This will be targeted at 2 players on normal and 3 players on heroic. Ice Bolt is randomly cast and does a little Frost damage (easily healable) while also encasing the target in a block of ice. The raid needs to be aware of Ice Bolted targets, as those iceblocks will come in handy while Sapphiron charges up --
- Frost Breath: An AoE frost attack instantly lethal to anyone who's not huddled behind an Ice Bolted player's iceblock.
The reason for A is that Ice Bolt targets are entirely random. On the 10-man version, this is unlikely to be an issue as most of the raid should stay on one side of Sapphiron anyway, but it's a much bigger problem on 25-man. While it's tempting to keep the raid split during Phase 2 in order to avoid extra splash damage from Ice Bolt or a badly-placed Chill, you run the very real risk that all three Ice Bolts wlil go to one half of the raid, thus dooming the other half.
After this happened to us once, we changed our strategy and moved the raid to the back of Sapphiron's room (on and around the steps to Kel'Thuzad's room) during Phase 2 while raid members continue to maintain a 5-10 yard distance from each other. This minimizes the potential difficulties wrought by the RNG.

The reason for B is that, while It's very tempting to get to a "safe" area as quickly as possible, a collection of players behind an ice block while Sapphiron still has 1 or 2 more targets to Ice Bolt can wreck your raid. If Ice Bolt goes to a player behind an ice block with others in close proximity, everyone concerned will take a massive amount of frost damage. Because Frost Breath is a 7-second cast, you should have ample time to reach an ice block without hiding behind the first that occurs. Wait for Sapphiron to do 2 Ice Bolts on normal (3 on heroic), then move. After Frost Breath, Sapphiron will land and Phase 1 will recommence.
So, Phase 2 ideally goes as follows: Sapphiron takes off, raid runs to the back of the room avoiding Chill (or stays where it is, as you prefer), waits for the Ice Bolts, runs behind the ice blocks, then resumes Phase 1 positions as Sapphiron lands.
Lather, rinse, repeat -- that's the fight.
Tank: Only one tank is required for Sapphiron. If you can get away with frost resist gear while remaining defense-capped, wear it; if you can't, don't bother. Tank him where he "spawns" as you begin the fight, don't move him (doing so will usually get your melee DPS tail-swiped), and keep him facing the entrance to the room at all times (some raids prefer him to be tanked facing the steps to Kel'Thuzad's room). He'll need to be picked up in the transition from Phase 2 to Phase 1, and you need to be very careful to move him as little as possible. Move straight back; strafing here will usually get the raid tail-swiped or cleaved. Most tanks favor high-mitigation and/or high-stamina gear on this fight, as part of your heal team may be occupied at any given moment avoiding Chill.
DPS: This is not a particularly melee-friendly fight as Sapphiron's range for both cleave and tail-swipe are very large. You'll need to be in close quarters around his hind leg, and if Chill hits melee, the damage is tremendous. All DPS has to be aware of Chill and its likely path at all times. Otherwise, the only other thing you'll really need to worry about is getting well out of range while the tank picks Sapphiron up between phase 2 and 1. If you have to hug the walls, do it. Pump out as much damage as you can otherwise; the constant healing needed for Frost Aura is essentially a soft enrage.
Healers: The fight depends on you and the raid's ability to avoid taking unnecessary damage. HoT classes are very useful for raid healing as Frost Aura damage is constant, but you'll also need to worry about a lot of tank damage. Druids and Shamans on 25-man should make sure they're not all on one side if the raid's being split; draft Mages as necessary to help decurse Life Drain. Players learning the fight frequently underestimate Chill damage and must be told that staying out of it is their responsibility. Damage from Ice Bolt should be minimal (2-3K on the targeted person) and shouldn't be a worry, but the 10K+ splash damage on any player nearby is unacceptable.
ACHIEVEMENTS
Sapphiron is the subject of the achievement The Hundred Club, which requires you to defeat him (on either normal and heroic; achievement's the same on both) without any raid member having a frost resist value of more than 100. As Wowhead commenters point out, a frost-specced Death Knight with 3/3 Acclimation can eighty-six any effort to get this as they're virtually guaranteed to get more than 100 frost resistance at some point during the fight. Things like Frost Resistance Aura or the Frost Resistance Totem will also do it, so players have to be very aware of what talents or abilities they've got at their disposal that will have any effect on the achievement. Healing is substantially more difficult with a low frost resist value on the raid (more so on 25-man) but not impossible, especially once your heal team is geared.
10-MAN vs. 25 MAN
Most of the differences have already been described above, but the usual applies: more damage and health on Sapphiron on the heroic version, more people cursed at a time, and one more Ice Bolt on heroic.
Filed under: Features, Ready Check (Raiding), Analysis / Opinion, How-tos, Raiding, Bosses, Guides, Wrath of the Lich King






Reader Comments (Page 1 of 2)
Sianto Jan 25th 2009 2:28AM
people tend to forget that Mark of the Wild also gives 75 frost res, which will likely thrw someone above 100 if they're not careful
Alanid Jan 24th 2009 7:37PM
what he said
mitch Jan 24th 2009 7:29PM
He's not a difficult fight provided you're team gets pays attention to the Blizzard. The extra damage is a pain in the ass to heal through.
My guild took 6 goes to first get him down. It were myself + another holy pally + a holy priest healing and at the gear level we were at were struggling, especially with us holy pallies having to dodge the Blizzard while spamming heals.
We finally got the kill when we got our elemental shaman to heal melee for us instead. Took an enourmous load off of us. The dps was shockingly low as a result but we got the kill at least and everyone was alive at the end.
He is a difficult boss to heal and to dps so take it nice and steady and consider a 4th off-healer if you're struggling or just starting out. Once you're a bit more geared you'll stomp him with the usual 2-3 healers.
Aaron Jan 24th 2009 8:09PM
Depending on your gear level, from a holy paladin perspective, I've been doing the following for 10 man. 25 man...yeah this doesn't work so well, but for 10 man I like it :)
Cast Beacon of Light on myself
Holy Light/FoL/ keep the main tank alive
Holy Shock anyone else that is getting low
Unless multiple blizzards are stacked up on you, just stand in the blizzard and continue healing. Since the MT was taking larger hits then myself in the blizzard, Beacon was amazingly effective
Remember to recast beacon once phase 2 ends
Repeat
WOTLK has made us paladins not have to worry too much about mana with divine plea and if you are a jewelcrafter you have an amazing trinket, great gems to compliment that. If you are horde, make sure to use arcane torrent every 2 minutes for 6% of your total mana back, etc.
jaxson_bateman Jan 25th 2009 2:20AM
Definitely agree, though I tend to still Beacon the tank and just throw a quick HL on myself if I'm getting to about half health. I don't tend to get that low though as other healers throw me some hots/quick heals, which in turn restores my mana. Win-win.
AyaJulia Jan 24th 2009 7:45PM
As a healer, I can confirm that this is a huge test of longevity. Have any mana restoration abilities you can get your hands on available. I'm only just recently at a comfortable mana level throughout the fight, and I'm looking at 500mp5 within the FSR with Shadowfiend, Hymn of Hope (sometimes), a potion, Darkglow Embroidery, and an Insightful Earthstorm Diamond.
Also priests, Prayer of Mending is -AWESOME- for this. The Frost Aura's constant damage means that your PoM will always be bouncing around; the 2-piece T7 bonus is badass here as well.
Hansbo Jan 24th 2009 8:15PM
I second that PoM comment.
When I started this fight out, I was relying very much on CoH, which was all fine and dandy, untill the first phase 2 when my mana was depleted.
There is no other heal on any other class that is as efficient and mana efficient as prayer of mending on this fight. Use it every cooldown.
jaxson_bateman Jan 25th 2009 4:56AM
Glyph of Holy Light my friend. We pallies can spam Holy Light until the cows come home, meaning that every 1.5 odd secs 5 people within range of our direct heal target are getting healed for 1-3k healing, depending on HL strength and crits.
Bastinator Jan 24th 2009 7:46PM
That's the most Kel'Thuzad-y looking Sapphiron I've ever seen.
Suzushiro Jan 25th 2009 9:24AM
That's his secret phase 3 form. In order to see it you have to kite him to Vael's room.
Treason of Farstriders Jan 24th 2009 8:11PM
I dislike the strategy put forth here. We've been dropping him for weeks.
Phase 1 turn the boss perpendicular to the door. Melee stays in for the blizzards, and aoe healer heals through it.
Phase 2, everyone gets nearish the door, but not in the snow, and not more than 10 yrd close to one another. After the first iceblock lands, get reletively close to it. After iceblock 2 lands, get behind it or iceblock 1. After the bomb goes off, tank goes and turns dragon perpendicular to the door again. Rince and repeat.
FRS on farstriders has been doing this for awhile now, repeatedly.
-_Treason
Ian Jan 24th 2009 9:51PM
Staying in the chill won't work for mediocre guilds. Assuming your DPS and healers aren't geared and aren't amazingly skilled you really are going to want to move out of the chill to kill this boss.
joey_da_bubbles Jan 24th 2009 9:52PM
and this is where you bring in your guilds heal trees for some kick ass HoT. Our 10-man took him down with the following: (keep in mind all are decently geared) 1 warrior MT, 1 pally offtank , 2 tree druid HEALERS, 2 mages DPS, 1 shaman HEALER/DPS, 1 demon lock DPS, 1 frost DK DPS, 1 beast hunter DPS/pet help tank
jaxson_bateman Jan 25th 2009 2:28AM
Just wanted to make a few comments.
1) While it is in by no means bad (your dps can afford to be a little lower given the 15 minute enrage timer), Forst Resist gear is generally accepted as unnecessary for the fight. If your healers aren't bad, then the extra dps provided on the boss (by not having lower stats due to the FrR gear) will easily make up for the extra mana used in healing.
2) For the Hundred Club achievement, it's a good idea to get a shaman to downrank a totem (85 FrR is the standard we go with). It doesn't stack with MotW, and unless I'm mistaken it's the highest value of raid wide Frost Resistance you can get without going over.
3) Regardless of how you do the raid positioning (we personally have Saph in the middle, tanked with his head towards KT's door, and all the raid on the west side of the room), when the air phase comes, you want to do your best to have at least one healer behind each Ice Block. Blizzards can and probably still will occur, so you're going to want to be able to keep people alive through it.
4) Finally, Saph's cleave is not what I'd call a 'standard' cleave. Besides its large arc, it is incredibly damaging, and I'm not sure I've ever seen a non-tank, non-plate wearer survive it. Then again, I've not seen too many people even take it - but trust me when I say that it hurts. To compare it to another cleave, Sartharion's cleave tickles like a feather; Sapphiron's cleave hits like a truck.
M Jan 26th 2009 8:58AM
His cleave isn't too bad, unless it hits for different amounts depending on where you stand. The first couple of times I fought him, I was a little too close to his front legs and was getting cleaved without realizing it and wondering why my health was always dropping so fast. He was hitting me for about 14k-16k health per swing (on leather).
jaxson_bateman Jan 26th 2009 9:27AM
That's quite a bit. Sarth's cleave (before drakes die) does maybe 5k tops. On the other hand, I've seen people get one shot by Saph's.
Bloodletter Jan 25th 2009 7:21AM
Got the Heroic : The Hundred Club Achievement the first time I did this fight, lol.
EZ, as long as your healers are geared, gemmed and enchanted to the max, and your DPS group moves as a tight knit bunch, staying together for AoE heals and GTFOing the Blizzard.
Once again, pay attention, have very well geared healers for 25 man, and it should be EZ. More range DPS is an asset.
Good guide, Allison.
Suzushiro Jan 25th 2009 9:19AM
I have to disagree on your comment on frost resistance- if anything it's more important for 10-man than 25. In general this fight is a *lot* easier on 25 than on 10 simply because you're bringing 2-2.5 times as many healers while the boss isn't really hitting your raid for that much more (and more people crammed into the same space = higher chance that CoH/WG/CH/GoHL will hit more targets.)
So yeah, 10 man = frost resist gear possibly good idea, 25-man = don't waste your time with it.
Banaoil Jan 25th 2009 1:19PM
Priest PoM = win. This one spell was the difference between the oomdead and loot phase of the fight! I know someone already said it, this is merely and emphasis on what was already said.
Another case of a nax fight built for priests. Loatheb, Raz, Widow, Saphiron. 1 priest good, 2 golden.
Brimoonfang Jan 26th 2009 2:57PM
I've tanked him as a Feral Druid on 10-man quite successfully.
Personally I thought this fight was much easier that Kel'Thuzad, who wiped us repeatedly. (Glowy Red Circles of Death FTL!)
We killed Sapp on our second attempt.
I paid a Leatherworker quite a bit to craft me Polar Vest and Boots, and slapped on the best possible +stam enchants and most expensive gems for each slot type. With full raid buffs I had 377 frost resistance and 40K life. When I triggered Survival Instincts, my life spiked up to 51K. Woot!
I kept him facing the doorway to Kel, and everyone stayed on my left side. I'd also like to point out that hugging the Ice Block too closely (while you are waiting for the breath) will do periodic frost damage to yourself, so back up just a bit while staying out of LOS to Saph.
While frost resist gear is certainly helpful, I don't think that everyone in the raid needs it. The tank, definitely. The huge amounts of +stam on frost resist gear is just icing (ha!)
on the cake.