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    [Naxx] 10 man Kel'Thuzad

    Hey guys, this is just a guide I threw together for those guilds that are getting to KT 10-man. If I get positive feedback for this guide I may work backwards through naxx writing guides for all the bosses.



    Onto the guide

    PHASE 1:
    When you begin this fight you will want your whole raid to run to the green circle in the center of Kel'Thuzad's chamber. Everyone MUST stay in this circle (especially pets) to avoid pulling more mobs than necessary.

    During Phase 1 adds will advance towards the raid from the 'cubbie holes' around the chamber. There are 3 types of adds;

    Unstoppable Abominations: Hit relatively weak, one tank (often the Off-Tank) can tank around 4 of these at once before he starts taking any major damage. HOWEVER - They do a stacking '-10% healing received' debuff. So Melee DPS is going to want to nuke these down quite quickly. 8 of these will come during Phase 1. They have 75,000hp.

    Soul Weavers: These move VERY slowly towards the raid and MUST be nuked by the ranged DPS. If it gets close to someone it does a 30 yard knockback and inflicts a large amount of shadow damage. 8 will come during Phase 1. They have 55,000hp.

    Soldiers of the Frozen Wastes: These spawn very often and move towards the raid at quite a speed. These can be one-shotted by practically any class. If they hit someone they do moderate AOE shadow damage. If you get too many at once they can wipe a raid. Around 70 will come during Phase 1.

    PHASE 2:

    Phase 2 starts 3 minutes and 48 seconds after you begin the encounter. At this time Kel'Thuzad becomes active and must be picked up by the main tank ASAP!! The tank should tank KT in the center of the room and everyone should S P R E A D O U T.

    If there are any remaining adds the tank must tank them away from everyone else and they must be nuked by ranged DPS.

    -------A NICE WAY TO GET PEOPLE SPREAD OUT SAFELY WITHOUT CONFUSION-------

    Before the guide goes on you will need to know how to spread people out when Kel is active. We have one healer go stand just in front of Kel's throne (northen part of the chamber) we have another healer go to the Western side of the chamber and the last one to the east. They SHOULD all be in range of each others heals.

    The DPS must spread out in-between where the healers are. So at the North=Western and North-Eastern sections of the chamber. NOT CLOSE TO THE HEALERS. If it gets to clustered people should move to the Southern section, where you entered the room.

    The reason for this spreading out is because Kel does an ability called:

    Frost Blast which places an Ice Block effect on the targeted player, and all players within 10 yards, making them unable to perform any action. This effect will continue to chain to anyone within 10 yards of anyone affected. While in this Ice Block the players will suffer 104% of their maximum HP as damage. You have 4 SECONDS TO HEAL THEM. If they do not get a heal they will die. This cannot happen to the MT.

    BACK TO THE GUIDE:

    Kel will shoot regular frostbolts that can't be spell reflected (). They can and should be interrupted as often as possible. This can also assist with getting him dead in the center of the room, if he isn't already. They deal around 10-12k frost damage and slow movement speed by 50%.

    He will also do an AOE Frostbolt that hits everyone in the raid for 4-6k frost damage. This cannot be interrupted but is resistible.

    He has a nasty ability called Mana Detonation. It's debuff randomly applied to a mana using player. The player will explode after 5 seconds, dealing Arcane damage based on their maximum mana to all players within 10 yards (not to himself). Mana based melee will only deal around 10,000 damage while holy paladins and priests can cause 25,000 damage or more. If you get this, AVOID BEING NEAR ANYONE WITH MANA.

    The final bitch of an ability is his Shadow Fissure. It is big, red and swirly. It looks like the ones in Sartharion. You MUST move out of this within 5 seconds or you will suffer 70k-160k shadow damage = MEGA KILL. This is cast under the feet of a random player. A good tip is to only move backwards and forwards if you are ranged. We will get into what the Melee do in a minute.

    Ok, the tactics for this phase are to just stay within a 5 yard radius of your designated spot, move backwards and forwards out of Fissures and heal people who get ice blocked FAST. It's an incredibly simple fight for most of the raid.

    If you are Melee you need to spread out as FAR AS POSSIBLE from the Main Tank to avoid the Ice Block chaining onto them. Now onto how you avoid death from Fissure. For this fight you want NO MORE THAN 3 MELEE DPS (excluding the off tank and main tank). This is because the Melee have to spread out and if one of them moves sideways out of a fissure it's a wipe. End of. Repair bill. Bitching on vent.

    For the entirety of Phase 2 the off-tank will be standing around doing nothing, unless there is no melee dps then he should be on the boss. The off-tank only becomes useful in Phase 3.

    PHASE 3:

    Phase 3 begins when Kel reaches 45% of his health. He will summon 2 Guardians of Icecrown from 2 random 'cubbie holes'. The off-tank must pick them up and quickly get back to his original spot.

    These adds each half half the health of Kel'Thuzad - so DO NOT TRY AND KILL THEM. Just let the off-tank tank them and you keep nuking Kel. From this point it is a dps race.

    The reason it's a DPS race is because the adds stack an ability that increases their damage by 15% and their size by 10%. This stacks up to 99 times, or until Kel is dead. This is KT's form of an enrage timer, if these kill the Off tank it's a wipe.

    IT IS POSSIBLE FOR THE OFF TANK TO GET ICE BLOCKED!!! IF THIS HAPPENS THE MAIN TANK MUST TEMPORARILY TANK THE ADDS.

    I hope you guys liked it, lemme know if there is anything I should change.
    Last edited by LiquidShizzles; 02-03-2009 at 09:03 PM.
    Jesus smokes bud.

    [Naxx] 10 man Kel'Thuzad

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