Formerly a sorcerer of Dalaran, Kel'Thuzad was one of the principal agents of the Lich King, responsible for the spreading of the Plague of undeath across Lordaeron. After being slain by Arthas during the events of the Third War, he was reborn as a lich. He then aided Arthas in summoning Archimonde, a powerful lord of the Burning Legion. However, Kel'Thuzad's true loyalty was to the Lich King, and not the Burning Legion. After the Legion's defeat, Kel'Thuzad supported Arthas in wresting power from the Dreadlords. When Arthas left for Northrend during the events of The Frozen Throne, he left Kel'Thuzad as his agent to command the Scourge in Lordaeron. He now commands Scourge forces in the Plaguelands from his necropolis floating above Stratholme, Naxxramas.
How many epic items does he drop in one killing?
Love the HP/MP feature. :D
But, does Kel'Thuzad really have only 2,4 million HP? :o Thaddius has like 7 million. :P
Taken from my guild site
Frost Bolt: 7438-9562 Frost damage to primary target, in addition slows movement speed by 65% for 3 seconds.
Frost Bolt-Nova: 2550-3450 Frost damage to everyone in a 100yard area, in addition reducing movement speed by 65% for 4 seconds.
Chains Of Kel'thuzad: Main tank plus 3 Secondary random targets, mind control 4 players to serve as Kel'thuzad's minions, while under the mind control, your damage will increase by 200% and healing by 500%.
Mana Detonation: Places a mana bomb on a mana using target, the bomb will tick for 5 seconds then draining the target of half his mana and damaging the same amount to everyone in a 15 yard area.
Shadow Fissure: Summons a void beneath a random secondary target, within 5 seconds the target needs to move from the voided area, since it will cause 70000-150000 shadow damage to anyone standing on it.
Frost Blast: Secondary random target, Places the targeted player in an Ice block animation that will immobilize the target and draining his maximum amount of life over 5 seconds. In addition this will splash over to any players in a 10 yard radius, if unlucky can chain the entire raid.
In this Phase Kel'thuzad himself is untouchable, however once you step on the platform you'll swiftly notice that you are being surrounded by mobs in alcoves, make sure that you never touch any of these on purpose.
During the first phase you'll see some of those mobs moving towards the centre against one of your raid members. The illusion here is that all the mobs that you see in the alcoves are static unless triggered by any of your raid members by miss-targeting or any random event these will de-spawn once phase two is initiated.
The mobs that are moving towards your raid are actually spawning in the alcoves, that's how you'll be able to pinpoint them and kill them as fast as possible.
Now that you know this let's take a peek at what these creatures will do to you raid if not killed.
Soldier of the Frozen Wastes:
* Dark Blast: Once it reaches its target it will explode causing 1750-2250 to the raid.
* Once it reaches its target it will die along with the Dark Blast.
* Mortal Wound: Similar to Fankriss, this de-buff will decrease the amount of healing done on the target by 10% stacking up to 99 times.
* In addition these will hit regular hits for 3000-5000 damage do not grab aggro from the tanks.
* Wail of Souls - 4250-5750 Shadow damage, in addition knocking them away from each other.
* One she reaches her target she will do the shadow damage and knock the 3 closest targets 3 yards.
What you'd want to do now is to assign all your hunters assisted by a couple of healers to clear out the Soldiers of the Frozen Wastes (the skeletons). These guys have virtually no HP and move at a normal walk speed.
In addition to take care of the Unstoppable Abominations you'll need to have a tank rotation just large enough to drop the de-buff on the first tank that tanked them. Drag these Abomination into the centre of the circle, do not worry they don't do any AoE damage; send all your Melee DPS on them since they have a respectable amount of HP, these guys also move on normal walk speed.
And Last but not least the Soul Weavers, place every single mage warlock and what ever ranged you can spare on these, they have a respectable amount of HP and they walk very very slowly.
During the 5 minutes phase one lasts the mobs will spawn at faster rate, so you're raid will be pressured for time. The basic idea is to get rid of most of the mobs once Kel'thuzad spawns, having 1 Abomination and 2-3 soul weavers alive when he spawns is within the ok limits, preferably having one of each is the best.
Make sure everything is under control and don't loose track of your ass.
Kel'thuzad Guide carried on
Taken from my guild website
Now that you've worked your way though piles of Undead creatures and got your hands all nice and bloody, you're ready to meet Kel'Thuzad himself.
Have your main tank ready to grab Kel'Thuzad moments before he spawns, make sure to remind him to stop playing with the abominations well in time to loose the de-buff.
Once Kel'Thuzad is targettable have the main tank move him to the centre of the room and have the rest of the raid spread out around the room around 10 yards away form each other.
So here is the trick to survive this phase, you'll need to have a rotation with all the classes that can interrupt spell casting, this is the base of the fight and we strongly underline this.
The Frost Bolt as you may have guessed is interruptible. He initiates the cast of this spell by a unique animation, watch learn and counter it each time he trys to do it.
The best way to do this is:
As you may see in the picture the four green circles represents four melee interruption groups consisting of one warrior and one rogue in each placed at maximum melee range in the shape that is presented. These four groups will ALWAYS stay in no matter of the frost blast timer, if any of these groups should get hit only two people will be frost blasted at any given time. The rest of the melee squad will have to move out when the frost blast timer is ready preferably to their group healer and out of harms way to chain it on any other players.
This will be assisted by the mages that will counter-spell him as well, ask in the Loatheb fight they should have some kind of macro to notify who is on cooldown and which mage is next in line to counterspell.
While this is being done everyone else needs to avoid the Shadow Fissure, mana detonation and Frost Bolt-Nova, as in the Sapphiron formation you'll need to have a priest in every group out-healing the nova damage.
The Shadow fissure is one of the easiest abilities to avoid; we strongly recommend that you set your spell details up to maximum, once he casts it on you it will show a huge red circular animation with a lot of smokes poring out of it:
The only thing that you need to do is move 5 yards in any direction away from it wait 5 seconds and move back.
Secondly you'll need to avoid the mana detonation, since the room is small your raid will probably make use of every inch of it, the best way is to really be awake and see what's going on around you and move away from any players that gets it, or clear a path for him into the alcoves.
Thirdly you'll need to counter the frost blast, this spell is very much like the Emeriss Corruption of the Earth only difference here is that you have to rely on someone to save your life if you should get hit by it.
Basically you'll have a healer in every corner make sure to heal the frost blasted targets as fast as possible any amount of healing will do, most of the times sine several healers are healing you and hopefully you've been standing 10 yards from anyone else which in turn means that you're the only one that got frost blasted, however 2-3 targets are common and easily saved, any more than that and people will start to die.
Finally you'll need to keep the people that get mind controlled in check, by any means necessary, fear stun polymorph anything to keep them out of the game during this period.
In addition the mind control will take the primary tank with it, wiping any threat he's made over the fight. In any case you'll need tanks waiting idly by to go in and grab him. Make sure to cease all and any type of DPS during this period not to make him run amok. Once the secondary tank has him you can open up dps again.
If you manage to keep this up until 40% you'll enter phase three.
Kel'thuzad Guide carried on
Taken from my guild website
Once you reach 40% in addition to what you were doing 6 Guardians of the Ice Crown will spawn these guys are un-killable they have as much Hp as Kel'Tthuzad if not more.
In addition to the insane amount of Hp they have they also have a nasty ability that will increase their damage by 15% and Size by 10% and this stacks up to 99 times.
However if they are shackled they will stop doing this ability which is called Blood Tap.
One more thing, You can't shackle more than three targets, this will force Kel'Tthuzad to dispel all of them which evidently would be bad for the raid.
Best way to go at this is to off thank 3 and shackle 3 and then switch shackle the one with the high amounts of the buff and take the ones that were shackled first.
You won't last long in this period and you need to remain disciplined and not loose track of what Kel'Tthuzad is doing to your raid during this time, since he will use all the abilities mentioned in phase two.
Once this is done we'd like to congratulate you on a fine end-boss kill and enjoy the loot.
This concludes our Naxxramas guides hope you have enjoyed this place as much as us, and we'll be back with more guides from The Burning Crusade! Stay tuned!
P.S Sorry for the lengthy posts. It is a LONG fight :P
So I have a question. Does Kel'thuzad have a specific cooldown on Frost Blast? The post above says that the non-interruping melees can go in and out as needed. Does that mean you know when the Frost Blast is going to occur?
If so, what is the cooldown?
Notice that he's wrapped in chains, symbolizing the fact that his will is bound to the Lich King.
I like how blizzard couldn't be bothered to make a significantly different model for the last boss in the biggest pre BC instance.
Kel'Thuzad yells: YOUR PETTY MAGICS ARE NO CHALLENGE OF THE SCOURGE -> and cast frostbolt
Kel'Thuzad is Arthas' Faithful Companion.
Well how come thaddius has 7million and illidan stormrage only has 6.1mill? hes a melee as well but i expected him to have roughly 10mill+
oh cool thanks =) just wanted to know. btw why did i get bad feed back on that? just i question i wanted to know the answer of. =(
Key isnt that hard to get if yu have the gold for it.i would love to run him sometime for SG's especiall for the mace or sword that are prettymuch god til 70 (if ur not in a raiding guild r have a designated group)
If Saurfang wants a desert, he uses Kel'Thuzad as a lolypop.
Aftermath of Lightning's Blade downed this bad boy 2 weeks ago
and for all wondering why this fight is so hard i will give you a break down
Phase one has little importance and is many just used to waste mana it is not hard and has no effect on stage 2 unless your DPS is horrible.
Moves and abilities
Frost Bolt Single: 7000-12000 Frost damage on a single target. MUST be interupted this is resistable
Frost Boly Volly: 50000 Yard range: 2000-3000 Frost damage to every one in the room.this is resistable
Shadow Fisure: 5 second cast: forms under a play inflicted 40000-60000 Shadow damage if you dont move out. It is resistable but most likley if you stand in it you will die
Chains of Kelthuzad:(this is the deal breaker) Mind controls 5 people increaseing size by 200% damage by 200% and healing by 500%. They will buff(power infusion is possible) and heal kelthuzad. i can no stress how had this makes this fight. Some times you might lose all your tanks thats were the luck plays in.(ALSO IS A COMPLETE AGGRO WIPE! DPS must SLOW!)not resistable or breakable through will of forsaken
Mana Detonation: target will lose 50% of their mana dealing 100% damage to every one around them but no damage to them selves. This Brings in Cthun position ing into play no player can be 10 yards with in another during this fight witch makes it exreamly hard to keep interups going on kelthuzad
Frost blast: hits one play and every other play withen 10 yards. Takes 25% of their life over 4 seconds. Basicly they die if they dont get some sort of heal bandage ticks can save them
Think that is all the moves he has so while doing all that now at 40% other guys spawn. their are 5 only 3 can be shackled at one time if you shackle a 4rth all shackles break. so you need to off tank 2 and shackle 3
every time they switch targets they gain 15% size and 15% damage this stacks up to 99 times
This is were things get hairy once you get him to 43% slow DPS wait for a mind control Then it is balls to the wall as much as you can do, slow right before MC hits Pray a tank didnt get hit he picks up kel and you contiune DPS all his normal moves still apply stage 2 you should have more then 2 MCs in phase 3. Win collect super epic loot and go PVP thats how we roll.
Grats again to aftermath for beating the game love you guys!
With a raid of 70's, this fight becomes quite messy as most people have never done it before.
We had our all of our tanks blown up around 35%, and a shaman tanked him and we just nuked him down. Sapphiron is much harder than this.
Just to make it sure, when he casts chains , all threat for the complete Raid is reset to 0, isnt it?
Level 60 - Kel'Thuzad
Level 70 - Illidan Stormrage
I'm hoping that level 80 final boss will be Arthas.
It does not really make sense to judge bosses based on their total HP, as that is in no way an indication of their standing within the World of Warcraft. There are explanations for the differences in their health.
For example, Thaddius is a "Flesh Golem" and is effectively a souped-up abomination. Based on his size, and the fact that he consists of flesh and machinery, he is likely to have a great deal of stamina, and hence health. On the other hand, Kel'Thuzad is a lich. While he possesses great magical ability, his physical strength is severely lacking. In this way, he is similar to the caster classes you play, or any other creature dependant on magic rather than strength. If you want your boss' hitpoint pools to make sense from a lore perspective, then the above should be acceptable to you.
If you want health to make sense according to encounter difficulty then consider the following. Kel'Thuzad, compared to Thaddius, is a "busy" fight where you have other mobs to consider, notably in Phase 3. Thaddius on the other hand is fought alone, and as such all of your raid can focus fire on him. With Illidan, remember that despite an increased standard of gear for raid members, you have 15 fewer allies to aid you in bringing the boss down, and as such the boss health must be adjusted accordingly.
Where is the location of the neter of this instance?
I don't know how to get in it!
I think I need to enter stratholme but... then?
Anyway I think that this story is reaaaaaaallly depressing.
I fought for the life of those guys like all the population of the plaguelands... straholme is the city I have exterminated...
He basically looks like a lich on steroids.
I Saw kel'Thuzad In Old Hillsbrad-Caverns Of Time
He Just looks like an ordinary human back then.
Just killed him with a pug on Defias Brotherhood-EU
He is kinda a joke now at 70, and so is Sapphiron. Naxx at 70 is more or less a zerg party ..
Lore on Kel'Thuzad: (If Anyone is interested)
Biography: By the period shortly before the Second War, Kel'Thuzad was a member of the high council of the Kirin Tor — the masters of Dalaran. Of the Kirin Tor's leaders, Kel'Thuzad was the most eager to gain access to the Guardian's Library — the depository of knowledge hoarded by Medivh in his tower of Karazhan — and thus was most upset when the library was lost. After Medivh's death, Kel'Thuzad and the other senior members of the Kirin Tor questioned Medivh's apprentice, Khadgar, about what happened; Kel'Thuzad seemed particularly interested in discovering more about the mysterious Order of Tirisfal, which — as he pointed out to Antonidas, the leader of the Kirin Tor — was relevant when discussing Medivh.
Call Of The Lich King: There were a handful of powerful individuals, scattered across the world, who heard the Lich King's mental summons from Northrend. Most notable of them was the Archmage Kel'Thuzad, of the magical nation of Dalaran. Kel'Thuzad, one of the senior members of the Kirin Tor — Dalaran's ruling council — had been considered a maverick for years due to his insistence on studying the forbidden arts of necromancy. Driven to learn all he could of the magical world and its shadowy wonders, he was frustrated by what he saw as his peers' outmoded and unimaginative precepts. Upon hearing the powerful summons from Northrend, the archmage bent all of his considerable will to communing with the mysterious voice. Convinced that the Kirin Tor was too squeamish to seize the power and knowledge inherent in the dark arts, he vowed to learn what he could from the immensely powerful Lich King.
Forsaking his fortune and prestigious political standing, Kel'Thuzad abandoned the ways of the Kirin Tor and left Dalaran forever. Prodded by the Lich King's persistent voice in his mind, he sold his vast holdings and stored away his fortunes. Travelling alone over many leagues of both land and sea, he finally reached the frozen shores of Northrend. Intent on reaching Icecrown and offering his services to the Lich King, the archmage passed through the ravaged, war-torn ruins of Azjol-Nerub. Kel'Thuzad saw firsthand the scope and ferocity of Ner'zhul's power. He began to believe that allying himself with the mysterious Lich King would not only be wise, but potentially fruitful.
After long months of trekking through the harsh Arctic wastelands, Kel'Thuzad finally reached the dark glacier of Icecrown. He boldly approached Ner'zhul's dark citadel and was shocked when the silent undead guardsmen let him pass as though he was expected. Kel'Thuzad descended deep into the cold earth and found his way down to the bottom of the glacier. There, in the endless cavern of ice and shadows, he prostrated himself before the Frozen Throne and offered his soul to the dark lord of the dead.
The full version of his flight from Dalaran and encounter in Icecrown, where he meets Anub'arak and realizes, too late, the full plans of the Lich King, is told in the short story, The Road to Damnation.
The Lich King was pleased with his latest conscript. He promised Kel'Thuzad immortality and great power in exchange for his loyalty and obedience. Kel'Thuzad, eager for dark knowledge and power, accepted his first great mission: to go into the world of men and found a new religion that would worship the Lich King as a god.
To help the Archmage accomplish his mission, Ner'zhul left Kel'Thuzad's humanity intact. The aged, yet still charismatic wizard was charged with using his powers of illusion and persuasion to lull the downtrodden, disenfranchised masses of Lordaeron into a confidence. Once he had their attention, he would offer them a new vision of what society could be — and a new figurehead to call their king...
Cult Of The Damned: Kel'Thuzad returned to Lordaeron in disguise, and over the span of three years, he used his fortune and intellect to gather a clandestine brotherhood of like-minded men and women. The brotherhood, which he called the Cult of the Damned, promised its acolytes social equality and eternal life on Azeroth in exchange for their service and obedience to Ner'zhul. As the months passed, Kel'Thuzad found many eager volunteers for his new cult amongst the tired, overburdened laborers of Lordaeron. Surprisingly, Kel'Thuzad's goal to pervert the citizens' faith in the Holy Light towards belief in Ner'zhul's dark shadow was easily attained. As the Cult of the Damned grew in size and influence, Kel'Thuzad made sure to keep its workings secret from the authorities of Lordaeron at every turn.
With Kel'Thuzad's success in Lordaeron, the Lich King made the final preparations for his assault against human civilization. Placing his plague energies into a number of portable artifacts called Plague Cauldrons, Ner'zhul ordered Kel'Thuzad to transport the cauldrons to Lordaeron where they would be hidden within various cult-controlled villages. The cauldrons, protected by the loyal cultists, would then act as plague generators, sending the plague seeping out across the unsuspecting farmlands and cities of northern Lordaeron.
The Lich King's plan worked perfectly. Many of Lordaeron's northern villages were contaminated almost immediately. Just as in Northrend, the citizens who contracted the plague died and arose as the Lich King's willing slaves. The cultists under Kel'Thuzad were eager to die and be raised again in their dark lord's service. They exulted in the prospect of immortality through undeath. As the plague spread, more and more feral zombies arose in the northlands. Kel'Thuzad looked upon the Lich King's growing army and named it the Scourge — for soon, it would march upon the gates of Lordaeron and scour humanity from the face of the world.
Lore on Kel'Thuzad Cont.
War of the Undead: Kel'Thuzad, upon the Lich King's instruction, oversaw the infection of the small town of Brill where he was discovered by Jaina Proudmoore and Prince Arthas. From there he quickly fled and they followed him back to Andorhal, where he told Arthas of Mal'ganis in Stratholme. Arthas, in a rage, hunted Kel'Thuzad down and killed him, but not before Kel'thuzad told him his death would mean little. But they were not finished yet.
Arthas betrayed his kingdom and become a servant of the Lich King. Kel'Thuzad began to appear to him as a ghostly apparition after his protector, Gavinrad the Dire, was slain by Arthas and Kel'thuzad's remains were reclaimed. He appeared only to Arthas, and told him that he was not to trust the dreadlords, promising to explain all of the Lich King's plans to Arthas once he walked the earth again in Quel'Thalas.
Kel'Thuzad watched over Arthas as he made the slow procession to the Sunwell in Silvermoon against the stratagems of Sylvanas Windrunner. Eventually, Arthas ravaged his way through the two Elfgates and finally laid siege to Silvermoon itself, breaching through to the fabled Sunwell. Arthas placed Kel'thuzad's remains within the well, and with the help of Tichondrius, Kel'Thuzad was reborn into the terrifying form of a lich.
As they traveled to Alterac, Kel'Thuzad explained that the Scourge was merely the harbinger of the Burning Legion, and that he would summon the first of the demons, the eredar warlock Archimonde to the mortal world. After slaying the orcs guarding the Demon Gate, Kel'Thuzad communed with the dark lord who told him that he must go to Dalaran and steal the Book of Medivh.
Contact with ArchimondeAfter Arthas led the attack on Dalaran and killed Antonidas, the book was retrieved and Kel'Thuzad began the lengthy summoning process, with Arthas defending him from the many attacks of Dalaran and the Kirin Tor. When all was complete, Archimonde stepped through the portal and was free to act according to his plans. His first act was to promote Tichondrius to leader of the Scourge, rendering Arthas and Kel'Thuzad of little use. However, Kel'Thuzad, confident in the Lich King's grand design, disappeared amidst the chaos of Dalaran's destruction.
After The War: Kel'Thuzad resurfaced as the Legion raked across the Plaguelands, and in the aftermath of the invasion, he remained in the Capital as one of the Lich King's lieutenants. Arthas had gone to Kalimdor on Ner'zhul's command, and so only Kel'Thuzad and the banshee Sylvanas Windrunner remained in his stead. But they knew that the Legion was defeated long before the Dreadlords who remained in Lordaeron did.
Arthas returned in a fury and chased the dreadlords out of the Capital, and Kel'Thuzad was relieved to see him. With the Legion's generals gone, they turned to the human villages who were escaping to the mountain passes. Kel'Thuzad thought that perhaps they would be a fitting sacrifice to the Lich King. But as they cut a swath through the human forces, Arthas suffered some violent seizures, and Kel'Thuzad considered recalling their forces, but the King forbade it, and they continued on their macabre mission. In the aftermath, Arthas received a vision from Ner'zhul, who told him to return to Northrend. Kel'Thuzad immediately prepared for his departure, but they were abruptly ambushed by the dreadlords, and separated. The dreadlords unleashed their forces against Arthas, but Kel'Thuzad found his own way out of the city.
Kel'Thuzad later came upon Arthas in the clutches of Sylvanas and her wicked banshees. She was about to strike when Kel'Thuzad unleashed his forces against her and her sisters. With the banshees dead, Sylvanas was forced to retreat. Kel'Thuzad escorted Arthas to the shore, where he had prepared a fleet of ships for his departure. Arthas asked Kel'Thuzad, as his most loyal servant and twisted friend, to remain in Lordaeron and ensure that his legacy remain. Kel'Thuzad swore on what was left of his life to carry out that mission at any cost. In the battle that would follow between Sylvanas and the dreadlords, Kel'Thuzad took his forces into hiding, where he would plot his resurfacing into the new powers of the Plaguelands. He now resides in his necropolis Naxxramas, above Stratholme.
All This Leading up to his Wow Encounter.
naxx is moving to northrend i WOTLK
His dying comment is:
Do not rejoice... your victory is a hollow one... for I shall return with powers beyond your imagining!
And Naxx is moving in WoTLK so most likely we will fight him again.
he's still one of the coolest bosses...ever
Nihilum can be history to get world first kills at a boss 2 times ^^
Can anyone post his sound bytes?
"Prey for mercy!"
"Scream your dying breath!"
"The end is uppon you!"
"Your soul is bound to me now!"
"There will be no escape!"
"Noargh... do not rejoice! Your victory is a hollow one, for I shall return with powers beyong your imagining!"
"The dark void awaits you!"
"Your petty magics are no challenge to the might of the scourge!"
"Fools! You have spread your powers too thin! Be free my minnions!"
"Enough, I grow tired of these distractions!"
"Minnions, servants, soldiers of the cold dark.. obey the call of Kel'Thuzad!"
"Who dares violate the sanctity of my domain? Be warned! All who trespass here, are doomed!"
"Fools! You think yourselves triumphant? You have only taken one step closer, to the abbys!"
"I grow tired of these games, proceed and I will banish your soules to oblivion!"
"You have no idea what horros lie ahead! You have seen nothing! The frozen heart of Naxxramas awaits you!"
Dialog with one of his minnions
"Our preparations continues as planned, master."
"I forsee no complications... wait! What is this?"
"I will freeze the blood in your veins!"
"Master, I require aid!"
For some reason using multishot or similar attacks that hit mobs in the alcove will cause everything to despawn, forcing the raid to restart the encounter after a couple of minutes.
Edit: This doesn't happen anymore.
according to the
he threw in the Dalaran fountain, he really wants a hug... someone try it.
This encounter has been reworked for WotLK. Here is what I observed from healing the 10 and 25 player variants. I want to put up preliminary information, so when someone makes a more comprehensive post, vote this one down.
For phase 1, the abominations, skeletons, and banshees remain. The banshees will aoe and knockback the entire raid when they get in range of their primary aggro target. Focus them down when they are up. The adds ramp up as phase 1 nears completion, and there were several adds up when Kel'Thuzad became active.
For phases 2 and 3, Chains of Kel'Thuzad has been removed for KT10 only. He seems to cast aoe frost bolt every 15 seconds or so, and uses frost blast about every 45-60 sec. Spread out throughout the phase to minimize frost blast impact. Because of spreading out, not all healers will have range upon frost blast so NS rotations are not feasible. For the 10 player variant, we had two druids who were able to rejuv the entire raid before each frost blast. This way we could swiftmend/nourish the victims - casting regrowth seemed too sluggish. Do not underestimate the danger of frost blast. I believe we dedicated 1 shaman to raid healing. In 10, detonate mana was of little consequence because we were already spread out. For 25, it was an issue once or twice.
There were two adds when phase 3 started in 10. We found that healing the offtank during phase 3 did not add too much additional stress for healers, until about 3-5 minutes in. It is important to have adequate dps to finish off the boss before the offtank becomes unhealable. In 25, our paladin tank just tanked KT and the adds and lived fine.
We thought the encounter was fun in its current state. The biggest problem we had was failing to spread out for frost blast, and slow heals on frost blast victims.
-- I think the most dangerous situation in this encounter is when a the melee
all get the frost blast
(a.k.a. the ice block) because they weren't spread out. I often found that any two aoe heals (wild growth and circle of healing) together can keep almost anyone alive. Tanks are a major exception to this rule - if the melee also get your tank tombed, the tank will need more healing due to higher max health. Normally in my raids two druids wg the melee and they are fine.
the description means that kel'thusad is final boss in frostwrym lair
Are the tactics same like at lvl 60 Naxxramas or have they changed it somehow?
basicly, just addapted to a level 80 group
He is very fond of his
In the 10 man ("Normal") version of Naxxramas, he summons two adds, both of which are
They do not hit that hard, however, and are easily tanked by the OT with a dedicated healer.
They can be shackled in the 25 man ("Heroic") version.
DPS really need to burn on last 40%. We had 2 wipes with OT getting frosted. Kills them in 2-3 seconds. The longer KT is up the more you're rolling the dice you get screwed.
For the 10 man fight, very simple but very luck based. Heres how it goes:
Phase 1: Everyone moves to the middle of the room, Kel will not attack and can't be attacked for this period. Waves of undead will come at you from all sides. Ranged go on the Skeletons (1600 hp, 1 hit and dead) and the banshees. It is imperative that the banshees not make it to the groups, however it is not difficult to accomplish. The melee will go on the Abominations. The waves last for 4 and a half minutes. Very simple phase.
Phase 2: The targeted/raid frost bolts dont hurt much, a shaman with frost totem or a pally with frost aura is plenty. Chains isnt used in 10 man. Mana Det isnt much of an issue, just have the ranged stay 10 yards from each other. Shadow fissure is very obvious and very slow to start damaging floor effect. When you see one under you, back out for a few seconds till its gone, and back to your original spot. Only issue with this is when MT gets the Fissure, he needs to rotate around Kel just enough to be outside the Fissure damage zone. Melee must rotate with him. The only remotely dangerous attack is Frost Blast. Wont be used on MT. He will target one random person and insta nuke them with this. 104% of their max life is delt over 5 seconds. Anyone within 10 yards of the target will also take a FB, and it will chain. This is the reason for a max of 4 melee in your raid. Only 4 people can be out of 10 yards of each other and melee Kel Thuzad. Between lag, human response time and the GCD the only heal you really have time for is an instant safely. The target MUST have some kind of healing in 2 seconds or they are dead and you need everyone alive for phase 3 till you out gear the instance. FB can not be bubbled or Ice Blocked out of, so no get out of jail free card for mages and pallies. If your healers are quick enough on FB, this phase is cake. Just conserve mana.
Positioning is absolutely key to this fight at this point. One MT tanks Kel in the middle. Melee is set up in a 4 point diamond around Kel. One melee in each spot at MAX range. If you have 5+ melee in your raid, your best bet is honestly just to have the OT sit in a corner or something. Everyone else should just spread out as much as they can making sure everyone is in heal range, making sure not to stand behind a melee so if he has to back out of a Fissure he can without risking 2 people getting hit with FB at once.
Phase 3: At 40% Kel will yell for help and 2 adds will come. Cant be CC'd in the 10 man version. The OT picks them up and sits on them, they despawn when Kel dies. At this point it becomes a DPS race, but not for the right reasons. The adds do increasing damage over time, and will eventually kill your OT, then wipe your raid. However you can easily beat the timer in heroic blues. The real reason that it becomes a DPS race is Kel can still use FB on your OT! There is no way to prevent it and if it happens its almost a guaranteed wipe. Save your blood lust, wings, IV, etc for this phase. If you luck out and your OT isnt insta-gibbed in the 3-5 FBs you will take in this phase you should be OK.
Kel has higher gear requirements than the rest of the zone, and a very annoying 4 man cap on the melee, but is far from the toughest fight to learn in the instance. Grobb, Heigan and the 4 Horsemen are all tougher fights to learn. If you can do those, you got this guy.
especially for paladins Divine Shield doens't help agains the ice block and i guess mages' Ice Block doesn't help to get outta it as well...
P.S. Humas racial working as a pvp trinket(Every Man for Himself) doesn't get u outta iceblock too
Soldier of the Frozen Wastes
: Casts Dark Blast when it touches an enemy unit causing 1750-2250 shadow damage to the raid and will kill the Soldier itself. Dark Blast is not partially resistible.
In 25 man Naxx, the Dark Blast
The adds at 40% are IMMUNE to shackle in both 10 man AND 25 man. Don't give out information if you don't know what you're talking about. Try doing the encounter before you post.
Fun facts learned from doing this fella last night.
Phase 1 shouldn't be a problem, even if you happen to pull an alcove full of adds. Hunters, make sure your pet is on passive for this. Banshee's should be given high priority as the Wail of Souls can really hurt near then end when/if you have multiple banshee's up.
Phase 2: The Frostbolts really aren't anything to worry about, just heal up. Make sure to sheep/stun the MC'd players. (This is an instant and can't be interrupted). Detonate Mana, it's crucial that if you get this debuff you not be around anyone. (I'm looking at you Retadins). If you wind up with poor timing and get detonated and frostbolted, that could easily put you in the dead category. Watch out for Frost Blast. Frost Blast does 105% of your maximum health as damage, it's mandatory that any player with this debuff get thrown at least one greater heal to survive.
Phase 3: At 40% 4 Guardians of the Icecrown will spawn, these are "nerub" type mobs that are immune to shackle and have the stacking buff mentioned above. We found having our pally tank them was the easiest seeing as if they don't change targets, they don't hit that hard. Just burn Kel'Thuzad, the adds will despawn when he dies.
how hard is killing him on normal and heroic? like the last boss of karazhan in tbc ?
I have one question : After Kel'thuzad is killed, how do we exit the instance other than using hearth or mage portals? My raid got stuck inside the zone after the kill... It's kind of annoying!
Is it possible for druids to shapeshift out of the mana draining portion of detonate mana?
Due to a low populated server I have never attempted this in the 40man version.
My guild have recently merged with another guild for raiding, (another low populated server reason) and we attempted the Heroic version last night. Can be a pain with too much Melee in the heroic version let alone 10man.
I am already aware that paladin's cannot bubble and mage's cannot iceblock out of Frostblast. Hence my username, I am indeed a lock with a tip. I'm affliction spec and rarely use my imp due to commanding shout overtaking bloodpact. In the 10 man version I used my voidwalker instead and another lock laughed it off saying it won't work (he already knew what was intended), I replied "we'll see who has the last laugh".
I can infact tell the locks that Sacrifice does work in the 10man as well as the 25man version. So if you hardly use your pet and are worried about not getting a heal in the heroic one, simply have fun absorbing and wondering why blizz loves us so much.
Tip for the 10 man version (maybe even the 25 man, but we're only at naxx 10 because we miss the player base for 25)
In our setup we have 6dps, 2 tanks and 2 healers...
2 out of 4 dps is melee, being a dk and a pallie...
If your raid would have problems with the ice block assign people to eachother to bandage eachother.
We do it like this, the DK and the pallie, mage and warlock, boomkin and shadow priest, so everyone in the raid has one target they will bandage if he would get iceblocked...
The ot should be healed by the healers if he would get iceblocked during the fight and the 2 healers heal eachother trough iceblock offcourse.
To make this easy you can use macro's like
/target <playername here>
/use Heavy Frostweave Bandage
/use Heavy Frostweave Bandage
Assuming you put your focus on your bandage target offcourse.
Note this is only to take the stress away from our healers, as we're using a 2 healer setup, if your guild would be struggling on healing the iceblocks, this migth do the trick..
Heroic, we had two tanks kiting the Guardians of the Icecrown. KT cast 'Chains of Kel'Thuzad' on both of these tanks causing a wipe at about 10%.
Great we just downed him where is the portal out? WTB Mage... wait we had only melee dps now what?
how many people does it need for this raid?
what's the best line-up for this?
A tip for warlocks who are running low on shards by the time you get through enough Sapphiron + Kel'Thuzad attempts in a night of raiding, is that you can actually farm your shards off of the adds during phase 1.
A funny thing happened the other day when we were killing him on heroic. He decided to mind control one of the paladins in the raid, and the paladin died almost immediately. When he looked back through his combat log, he had cast
Hand of Sacrifice
on Kel'Thuzad. Was pretty funny after the fact, but it doesn't seem like it's really fair. So pallies, burn your HoS, maybe on a Frost Blast victim.
I have just tanked Kel'Thuzad in its 10man version. Here's a few tips for the tank:
-Aggro is not a problem, since when the fight begins most of the raid will be killing what's left of the adds and getting into position.
-Make sure everyone spreads out as soon as phase 2 hits, since everyone will be bunched up at the middle from phase 1.
-Wear your Frost Resistance gear from the Sapphiron fight. The regular frostbolts were hitting me for 12-10k, and he will spam them at times, putting some stress on your healers. I wore all 3 frost resistance gear plate pieces, plus the pally aura, for a total of 415 FR, and I fully resisted half the frostbots. The ones I did not resist, I absorbed around 6k damage. This will help out your healers a LOT.
-He hit me for around 5-6k in melee, and pretty slowly, so his melee is not a problem at all.
-You MAY be targetted by a Void Fissure, MOVE out of it and make the other melee adjust. You will not survive it.
me and my guild just downed him today after liek 5 tries, every time we got him down to like 1-5% untill kel thought about poping iceblock on the OT tanking the adds and he got owned and was more or less a wipe. i personally think it is a luck battle from 45% down as if your OT get the iceblock while tanking the 2 adds and unless you healers spam him immediatly it is a wipe (in my case)
''wear your Frost Resistance gear from the Sapphiron fight. The regular frostbolts were hitting me for 12-10k, and he will spam them at times, putting some stress on your healers. I wore all 3 frost resistance gear plate pieces, plus the pally aura, for a total of 415 FR, and I fully resisted half the frostbots. The ones I did not resist, I absorbed around 6k damage. This will help out your healers a LOT."
Just killed hima nd we took all FR gear off and they hit for 4k max thats bs
Wowwiki has an updated article for the WOTLK versions, you should port that, this one is way out of date.
If anyone is wondering if its possible to do it with 1 tank, then the answer is yes (on normal at least). Tanked all the abbo's in phase one and the 2 adds with KT in phase 3 and it went pretty smooth. Maybe i just had great healers, maybe was good geared (22.7k HP unbuffed), but its doable if DPS dont start wiping at the beginning (we had one down when KT was about 60% HP).
For the 10 man fight, very simple but
very luck based
Phase 3: At 40% Kel will yell for help and 2 adds will come.
The real reason that it becomes a DPS race is Kel can still use FB on your OT! There is no way to prevent it and
if it happens its almost a guaranteed wipe
I've underlined the reasons why the seemingly-obvious strategy of using an off tank on the Guardians of Icecrown is flawed.
The main tank should also tank the adds
As a tank, my job is to eliminate random chance as a factor in a boss fight as much as possible. That's why I made sure I was uncrittable before entering my first Northrend raid. That's why (as a paladin) I worked so hard to hit 102.4% pre-
Wrath of the Lich King
. Manageable predictability is always better than significant risk of an unmanageable event.
If the odds were 1%, or even 5%, that the off tank keeping the adds busy would get ice blocked during the fight, the risk would be acceptable. But in a fight in which the adds appear when the boss is still at 40% health, and every 45-60 seconds there is a 11% (1/9) chance that the off tank is ice blocked, likely killing him (due to the sudden Frost Blast damage on top of the adds' attacks) and, at the least, certainly causing the adds to run rampant? Unacceptable. Having the main tank also handle the adds eliminates this risk. There is no net increased healing pressure, overall; if anything, healers become more efficient because a) there's only one tank and b) there is less overhealing.
What should the off tank do, instead? If there's room around the boss for another melee, he should stay second on Kel'Thuzad and the adds' threat tables, in case the main tank gets killed. If there's no room, he should find a quiet corner, stay alive (if druid or paladin, help heal), and be prepared to jump into the fight.
Kel'Thuzad cackles maniacally.
Well, despite what I've found said in most tactics, the Chains of Kel'thuzad targets CAN BE immune to polymorph depending on what they are. For instance... our resto druid. He was immune to polymorph, but could be banished. So, it's a good idea to have somebody who has alternative methods than just polymorph, like stuns and fears(since I doubt assigning a Banish-er would be worth anyones time).
P.S.i found your
Have any hunters tried keeping a freezing trap down and standing on top of it during the 25 man? I would think that you should be able to pretty effectively cc yourself if you should get mind controlled using this method. I haven't done 25 man yet and was wondering if this would be effective.
Apparently... This guy wants a hug.
Altho i'm pretty damn sure that phase 3 begins at 45%. Correct me if I am wrong. :) Just correcting wowhead i think there's 45% on the strategies on last comment page too :)
Am I the only one that noticed that in Northrend, once again, his phylactory goes undestroyed?
I get the impression that this, as before, isn't the last time we'll be seeing our jolly old lich friend.
Possible Bug? Tonight we did KT and the Main tank died to Shadow fissure while tanking him, Even though she died, KT still target her while she is dead constantly.
The greater heal can wait. As soon you see the debuff pop up on someone, throw your fastest heal on them, preferably an instant one.
Tresjin is absolutely correct here. Greater heals will take too long to cast, and the person will end up dead before you land the heal (the Frost Blast, a.k.a. ice block, does the 104% damage in 4 seconds).
As a holy priest, I have noticed that PW: Shield helps immensely on this fight when people get frost blast, especially if you have the glyph to add a healing effect to the PW: Shield. It will not only throw an instant heal on the target, but it does stop some of the damage. My strategy is to throw a quick shield, then flash heal. Since using that method, I have had very few people die to the frost blast (unless multiple people get hit).
It is possible to cause an evade bug on Kel'Thuzad if you move him around his throne too much. Best to follow the advice in the other comments and get him to the middle of the room quickly.
On 10-man, we have our tank usually hold him right in front of the throne so we don't have as much movement. On one attempt, the tank charged almost instantly and turned him around, causing the tank to stand pretty much on the throne. Then when a shadow fissure came and the Main Tank had to move, Kel'Thuzad moved onto the edge of the small ramp before the throne. The next shadow fissure, the tank moved and Kel'Thuzad couldn't follow and melee any more, so he evaded and went to 100% health.
We tried to keep going because it was a solid attempt (healers were at full mana, Phase 2 hadn't started), but KT would periodically evade more with no tank movement. We all ran to his portcullis and he despawned after attempting to assassinate a few people with frost bolts.
A few minutes later, he reappeared and we downed him. It was an amusing combat log with 2 million damage done and no player deaths and no boss deaths.
There is nothing mentioned about an aggro reset, however on multiple occasions when our guild's tanks - including myself- have been tanking him, he's randomly run off to oneshot clothies (who have and are low on omen.) And no the tanks didn't get mc'd or frostblasted.
One of these seemed to coincide with phase 3 but im not sure if it's just random as they also happened before.
Something for your tanks to watch out for anyways.
He made me use hand of sacrifice on him and my guild proceded to tear me to pieces in seconds :(
Blood Stained Savages of Dragonblight... our second group had some funtime, people had never done this fight before, and it was a laugh.
This is what happened when we downed him (from the perspective of a healer):
1st phase is easy, 1 person dies, we are still doing good DPS and such, all good. 2nd phase, pretty easy, no one dies.
THEN, the 3rd phase...
Adds come, OT picks them up, gets a frostblast to the face, dies, MT picks him up. Melee are in chaos, not in the right position, this does not bode well. I get frostblasted, our 1 other healer has his hand stuck in a pringles tube or something, I die. Luckily he is a druid, I get a battle ress. Innervated, I'm OK again, we continue. At 10%, the melee are in the wrong position, they ALL get frostblasted, INCLUDING the MT. We heal him through all that, melee (3 DPSers) die. Then druid dies from frostblast, tells me to keep on healing the MT, I'm the only person healing, ouchies. MT dies because of 300% damage buffed adds or summat, KT and co run wild. We all die, shammy ankhs, 10k crit with lava burst, we loot.
Long and short of it is, BSS are imba, Shamans are imba, I get heart attacks while raiding, Vent CAN deafen, and KT is bloody hard boss!
No, that was NOT made up, really.
A little additional tip for 25man. My guild downed him today. We had 4 tanks: One MT, 2 OTs for the adds, and one backup tank in case an OT died (me).
There's a strat that proves very useful:
Taking into account that Kel'Thuzad is going to be tanked in the middle circle of the room for maximum space efficiency, have your backup tank standing on Kel'Thuzad's throne. Once the adds spawn, the OTs pick them up and bring them to the sides of the throne, left and right, keeping the distance from each other as to not chain frost blasts.
With this formation, if an OT gets forstblasted or mind controlled, the backup tank can Immediatly TAUNT or AoE aggro the adds on the affected tank, immediatly popping defensive cooldowns, such as Shield Wall, giving the healers time to heal the OT. Most healers would agree that healing the offtank through adds AND a frost blast is nearly impossible.
This strategy can work wonders, and it only involves the backup tank having his finger ready to press the TAUNT button.
with patch 3.1.0
Chains of Kel'Thuzad
no longer wipes all threat
He is not very pet friendly, at least to my dino! I noticed that my pet just had to be close to a shadow fissure to die! I am not sure if maybe he touched it with his tail but this happened more than once. Best to act on the safe side and recall your pet if they are next to a fissure, once it errupts send the pet back in again. Could be my dino has a big hit box :(
Tips for those attempting an Immortal run-
The one thing likely to kill you (and that has shamefully been ending our attempts at a server first Immortal achievement) is an almost inevitable aggro pull after the mind-control.
In many cases Kel'Thuzad will frost-bolt right after the mind control. Whether a mage has a huge crit, a warlocks DoTs tick, or a Holy Light nails someone for 20k, someone is likely to pull aggro. A good idea is to have anyone with interrupt abilities (Shaman, Rogues, Warriors, Warlock pet macros, even Mages) tick on KT after his MC cooldown timer is up and wait to cast their interrupts when he targets someone and starts a frostbolt. Make sure to stop using these abilities shortly before the MC cooldown is up to make sure they are off of their cooldown. In the 2-4 seconds spent interrupting these frost bolts, the tank should likely be able to regain control of the boss.
This is only important for those trying to get
Heroic: Glory of the Raider before
3.1 comes out and they remove the special mounts from the game. Good luck to all!
Amazed this hasn't been mentioned, but the Frostbolt and the Frostbolt Volley are directly related.
When he casts Frostbolt, if you interrupt it, that's it, he'll simply wait and try to cast it again.
If you do not interrupt Frostbolt, he will immediately follow it with Frostbolt Volley.
Useful tip. If you have Deadly Boss Mods installed type /range and it will show you any player within 10 yards. This is handy as you need to be 10 yards appart when he does
Is it possible for a Fury warrior to use
to get out of KT's MC spell
Chains of Kel'Thuzad
just something for the DPS DK watch out for if you get MC make sure that you arent in frost presence , happens me all the time when i get MC it goes frost presence. or else you aggro KT and may cause some problems
I think it can be said without Disagreements on first attempts
This boss is a
Poor, poor Kel'thuzad, all those years of being a very successful evil-doer and now he gets the same treatment as Kael'thas; spawned again as nothing more than the first raid encounter of WotLK. I was half expecting him to say something like, "Level 60 Naxx was merely a setback!" And his new voice actor simply must be bipolar, I mean like halfway through his lines it sounds like he forgot what he was saying and switches the mood entirely, more annoying than chilling if you ask me. I suppose speaking as though he had throat cancer and being nerfed out of his skeletal arse is what he meant back in 60 Naxx when he promised to return more "powerful" than ever before...I guess he was right about me not rejoicing after all...<Rant off>
After defeating Kel'Thuzad in Naxxramas on 80 level, i think, you still shouldn't say "goodbye" to him. I am almost 100% sure we will confront him once again, probably in Arthas lair... His phylactery didn't drop from him this time, means he had hidden it somewhere else.
And also you probably noticed that Kel'Thuzad's voice is different in WotLK, even though his phrases are all the same. Why would Blizzard hire a new actor for this? Most probably we will be hearing from this guy once again some time later.
One thing I noticed about this encounter.
In original 40-man Naxx, when Kel'thuzad dies, you can loot his Phylactery, an item required by lore to be destroyed if a lich is to die. If you kill a lich and don't smash his phylactery, he can simply resurrect.
His phylactery never appears in Wrath...
Are we looking at Kael'thas 2.0 here? Will KT be starring in his own 5-man or perhaps as a boss encounter in Icecrown?
"Naxxramas was merely a setback! ...twice."
Heres what i want to know, how do you leave the instance after you defeat KT?
Really, we tried with 7 people( 2 pala tanks, 2 dps warrior, 1 holy pala, 1 holy pri and a hunter) and downed him to %7, but we were wiped. I and priest was OoM at that time, plus KT frost bolted the priest 2 times in a row and my mana therefore quickly ran out. Well, at least it was fun trying it :P
I was just curious if a shadow priest's Silence could interrupt the frost bolts. Obviously he wouldn't be silenced afterward, but could it still interrupt the current cast?
"Frost Blast .................
Cannot be used on the Main Tank.
I just tanked KT in 10man and after changed position cause of the
, I got hit with
and we wiped.
(Sorry for any grammar mistakes)
I see somebody downrated it but then tell me why is my post wrong, please
Does anyone know if Pain Suppresion works to save someone with frost blast?
And I wasn't aware his mind control had a cooldown timer - what is it? I thought it was totally random (We've had a fight with 0 mind controls before)
As a warrior MT for Kel'Thuzad on 10-man, this is a ridiculously easy fight.
Make sure that you are helping DPS down the Abominations in Phase 1.
Make sure that when abominations aren't up, you're at least shooting the banshees.
Pick up KT when he breaks.
Move when you get a void zone, but make sure your melee know you're doing so.
Interrupt Frostbolts; Shield Bash should be off cooldown for
every other Frostbolt.
The one time I had the opportunity to do KT, though, we had our healers always make sure to save their HoTs for whoever was frost blasted. With a priest healer and a shaman healer, it was cake; the shaman would Riptide only the frostblasted, and the priest would toss Renew. The biggest difficulty is running heavy melee dps because you don't want to risk your tank getting frostblasted because melee don't know how to rotate with KT.
I cannot stress how important it is to keep your distance from other raid members, especially in heroic mode. My guild made it Kel'Tuzad's final 10% health with about six people still alive. Half of them got too close to each other and the healers couldn't keep up, and all of them were killed in the final ice block. The raid ended up wiping with Kel'Thuzad at 726 health.
You will have nightmares for years if you don't keep your distance. 726 will haunt me forever.
I have a question about Chains of Kel'thuzad (mind control spell).
Is it breakable with items and abilities that remove Charm effects, like
A note to mages: Do not use
during phase 1. More than once, I've had the images go after the mobs on the outside of the room, aggroing many, many more than necessary.
the shadow fissure has a 100% kill chance, on leather is hits for 120k, lol
how many tier 7 tokens does a boss drop each?
im sure u all dont want to hear a good word about dks but.... if u happen to have a dk in ure group with rune tap and the glyph of rune tap its a instant heal that will heal 4 people that need it the most weather party or raid.... i pop this every time he casts frost blast and it will def save them from the frost blast with a 10% heal but they will need additional healing afterward to prevent a frost bolt volley from killing them
Does Kel'Thuzad still drop the Staff Head of Atiesh for those who have the quest, or has that drop been completely removed?
If you'd ever wonder why KT doesn't drop any boots, he doesn't even have feet himself.. Or should I say itself?
Btw, if you have a dk tank, make them use death grip on an abomination, it's very funny :D.
ok. lots of strategies here, but heres one thats quick and easy. phase 1 is the add phase. Banshees need to die first, then skeletons, with the abominations killed last. when KT becomes active tank needs to pick him up (duh). melee DPS need to be at max melee range and not too close to each other as KT will freeze a party member and anyone too close to them. whoever is frozen needs to be CONSTANTLY overhealed untill unfrozen. his frostbolts need to be inturrupted. Shammy and DK using mind freeze alternating for this works for us. 2 DKs would work too. STAY OUT OF RED RINGS. AoE heals need to be focused as he does a frost bolt volley. KT will spawn larger adds. the OT is DPSing up to this point. when the new adds come out OT needs to grab them and take them away from raid. MT is still on KT. 1 healer needs to be assigned to OT and 1 to MT with both watching the raid. dps STAYS ON KT pay no attention to the adds guys. just rinse and repeat till hes dead =D
Can anyone else see all the bosses of Naxxramas sitting around a table and talking like the Legion of Doom?
Naxxramas was merely a setba- oh wait...
Kel Thuzad is the last boss in naxxramas after you have killed all of the bosses in each wing and pass Saphiron you shall face the legendary Kel Thuzad.
He is the most powerfull boss in the naxx,because he calls out Patchework golems,spirits and skeletons.
But on the brite side Kel Thuzad has the lowest HP than any other boss on naxxramass
Those are the sound effects for 40 man KT, these are the ones for Wrath:
"Prey for mercy!"
"Scream your dying breath!"
"The end is upon you!"
"Your soul is bound to me now!"
"There will be no escape!"
"Noargh... do not rejoice! Your victory is a hollow one, for I shall return with powers beyond your imagining!"
"The dark void awaits you!"
"Hahaha~ hahaha!" (I think this is unused and they kept the old laugh)
"Your petty magics are no challenge to the might of the scourge!"
"Fools! You have spread your powers too thin! Be free my minions!"
"Enough, I grow tired of these distractions!"
"Minions, servants, soldiers of the cold dark.. obey the call of Kel'Thuzad!"
"Who dares violate the sanctity of my domain? Be warned! All who trespass here, are doomed!"
"Fools! You think yourselves triumphant? You have only taken one step closer, to the abyss!"
"I grow tired of these games, proceed and I will banish your souls to oblivion!"
"You have no idea what horrors lie ahead! You have seen nothing! The frozen heart of Naxxramas awaits you!"
Something in the conversation with the Lich King
"Yes, master, the time of their ultimate demise grows close. What is this?"
"As you command, master."
"I will freeze the blood in your veins!"
"Master, I require aid!"
The Mr. Bigglesworth quote
I should mention that it's possible to tank both frost lords and Kel in phase three -if- your OT is on the ball, at least on 10 man. We managed to still kill him while our OT tanked all three, just as a backup if your MT manages to get killed by some fluke.
The Alliance warlock tier 9 set is named in remembrance of Kel'Thuzad.
This fight is very easy....
1) Mobs will come at u from all sides but in turns so u have plenty of time to kill them, the skeletons can be one shotted, the abominations can be killed quickly before they reach the raid. the banshees attack from range.
2) When kelth engages the raid, look around to make sure all mobs are dead, then find a spot where u are atleast 10 yrds from anyone else in ur raid(mainly applies for range dps and heals).
3) Big beetles will then spawn and the ot should go and pick them, u only need one healer on ot as the bugs arnt a huge problem, about 4 spawn in heroic, and i think 2 in normal. Dps keep dpsing kelth, soon he will die and lootz will br urs :).
Just a tip for the priests. When Kel'thuzad is at or below 5% health, burn your guardian angel! We had one of our holy priests mind controlled and he threw guardian angel on Kel'thuzad in the last second. We still downed him, but we were pretty shocked to find that he was suddenly at 50% health instead of 0%.
(Might have been fixed since then though)
First defeated by Nihilum on the 7th of September, 2006.
looks hard i never got to do nax looks fun im looking forwered too it :D
jesus christ i scrolled down to make a comment and i was like
wtf is with all these text-wall comments?
Let this brood in your mind a bit.
When Naxx was first released, we killed him and took his phylactery(Spellcheck?) Somehow got stolen and he came back stronger.
Problem here is...We didn't even bother to take it this time....Oh dear. We might have an even stronger Kel.
Also, having two rogues on kick rotations wakes the FB interrupt a breeze. our healers thanked us
Apparently, there is now/soon to be a "Lil' KT."
It looks to be adorable as all get up and go to me. As of the day of 3.2.2 release, it is still unknown where he drops, much less a drop rate. Figuring/Hoping he'd drop from KT himself, giving a reason for doing Naxx again other than for badges for some. Good luck/Congratulations to finding & getting him where ever he is attained.
(I would post on his item himself, but currently, WoWhead does not have an item for him, and might as well let people know of him here.)
Half of them got too close to each other and the healers couldn't keep up, and all of them were killed in the final ice block.
Maybe if the healers werent healing the unhealable and just shot Kel with their wands, there would not be any nightmares.
Quite frankly I've been most disturbed by the way his voice has changed. I thought it sounded so much better originally and in WC3, now it sounds like he's choking on phlegm (if lichs can develop that sort of thing... /shrug)
edit: I just remembered that he does have that same malicious laugh that everyone loves though so perhaps we can let him off for that? ;P
Kid goes ape%^&* on guys in KT fight
As of 3.3, you no longer need to kill the end boss of all 4 wings, to be able to reach Kel'Thuzad and Sapphiron.
kel thuzad is archlich
After 3.3, has anyone had any issues with downing Kel? Went in with a bunch of guildies who were not long 80' never really got a chance to do Naxx while it was the thing to do.
Went in there to do the fight.. everything normaly is fine.. as long as people spread out, heal through the frostbolts, etc...
But the frostblast.. i think out of 5 attempts, kept one person alive out of every frostblast. The two healers (myself as resto shaman and a pally) are both geared 245 or higher.. we have healed just about everything... and have healed naxx before back when we were barely in full epic 200 gear.
even doing our fastest spells, the person would still die could not get enough heals on them. The blast is suposed to do 26% per second, so should be dead by 4 seconds.. but they were going down alot quicker than that, my 2.2 second lesser healing wave at the time i didnt even get off before they were dead... wondering if the timing is off on the spell or its doing more damage...
If you re arrange the letters in his name you get
He enrages after 19 minutes, found this out when 5-manning him. We got him in the end.
Kel'thuzad says: Don't look so smug I know what you're thinking, but Naxxramas was merely a setback! Did you really think I would trust the future to some frozen...
*Kel'thuzad look around*
Kel'thuzad says: someone really didn't think this through...
Ok for this fight it's pretty simple, for 10man, i suggest 5dps(3ranged), 2 tanks, one main tank and one off tank, 3 heals(priest, druid, shammy works great), when you walk into the room, the boss will spawn adds surrounding the room, and he will be un-attackable for 3mins while the adds come at you, their very very easy so just chill in the middle and you'll be fine, after those 2 or 3 mins is up, he goes into phase 2, which EVERYONE needs to be spread out 10 yards apart, download an addon to tell if your spread out enough, and pretty much tank and spank from their. easy!
As a resto druid today, I soloed him until he got a lucky crit on me :X. My name is Jonneh on Altar of Storms if you guys are wondering and my gear isn't even that great. It was quite simple, as I just layed LB 3 stack/regrowth/Rej on at all times, and Nourish when my health got extremely low. The mana drain is negligible really, and Innervate and my gear took care of my mana regen. It was pretty fun, and all resto druids out there could definitely solo this boss for a while :)
BTW, I had 400 damage done on Kel'Thuzad from thorns at the end, most of the time he frostbolted me but in the middle I put on thorns and wanted to see how hard he hitted me in melee :P I didnt really get the numbers on how hard he hit me, but i have 41% armor reduction in tree form with just tree form and motw on.
On a side note, I never popped barkskin (/facepalm) and I found that my hots most of the time kept me alive and I really shouldnt have wasted mana on Nourish. I used nourish because I was low health, but my heals always outhealed his frostbolt (I just need to wait for the ending lifebloom which heals for most of my health back). I will try again with proper buffs (Food buff for regen flask for SP or regen, it really didnt matter TBH) and try to hit the enrage timer :P
To any other people who want to try and solo him, kudos to you and good luck :)
Edit: By the way, he never does frost blast on you if you have aggro on him, so that was the reason I was able to stay alive for so long.
I'm really disappointed he didn't make it to ICC. That way he will have overcome 2 setbacks!
A good year ago a month past after WOLTK was released I decided to do Naxx on my hunter. I get in the raid and I accidently kill Mr. Bigglesworth and I got booted because of that and the raid freaked out "OMG Kel'Thuzad is enraged! Boot Lazurianis!" so I got booted and when the idiot who booted me looked it up he still didn't admit he was wrong >_> Farthest I got on Naxx was 13/15 >_<
~ Laz Lightbringer Server
Am I the only one that sees that there's some glyph type thing under KT that looks like a ghost face?
Conversation Kel'Thuzad has with the Lich King.
KT: Your forces are nearly marshalled to strike back against your enemies, my liege.
LK: Soon we will eradicate the Alliance and Horde, then the rest of Azeroth will fall before the might of my army.
KT: Yes, Master. The time of their ultimate demise grows close... What is this?
LK: Invaders...here? DESTROY them, Kel'Thuzad! Naxxramas must not fall!
KT: As you command, Master!
Spelling and grammar courtesy of Wowpedia.org
Edited for more spelling and grammar.
Second Edit: If a player kills his cat, Mr. Bigglesworth, Kel'thuzad will yell the following at the player/raid(Had no voice over prior to Wrath of the Lich King): No! A curse upon you, interlopers! The armies of the Lich King will hunt you down. You will not escape your fate...
Tried to 2 man this after patch 4.0.3. However he still ice tombs 2 people for 104% of your total health. If you got lucky with resists and had 2 people that could at least throw a 4% heal fast enough, then you might be able to do it. Or I guess if you used a druid healer, and kept hots on both people. But it is going to be a big mana drain to have to top both people off 100% of their health all the time.
Soloable on 10-man by a DK (blood spec, 359/372 DPS gear)
Spec bloodworms, sub frost with endless winter and lichborne.
Phase 1 is challenging towards the end. The aboms stack a 10% MS debuff which can stack up to 10 times for 100% reduced healing. What I did was burn them down quickly and just eat the skeletons' shadow AOE rather than wasting runes on killing them. The banshee adds, I dotted up and cleaved down with heart strike by bringing the aboms close to them, but not close enough to get knocked back by their cast. If you have more than 4-5 stacks of the MS debuff, kite aboms around until it falls off. You will die if you have more than that many stacks.
When KT activates interrupt as many frostbolt casts as possible. He will -not- cast frost blast if you are the only player on his threat table, which is why this can be soloed but not 2-manned. He will cast void zones under the bloodworms, saving you movement.
Save damage cooldowns for when the two guardian of icecrown adds spawn. Up to that point you will not likely stack vengeance above about 2K AP, once the two adds are beating on you you will be able to get a max stack of vengeance and do significantly more damage. Continue interrupting frostbolts and ignore the adds completely. I used army at 10% as the ghouls taunted the adds allowing me to heal up to full and finish him off.
This fight is much easier than maexxna, which is the hardest naxx boss to solo.
Naxxramas was merely a setback!...oh wait
Soloed as feral druid in ilvl 368 DPS gear, bear spec, with a flask of the winds. The flask either made a huge difference, or I was a lot luckier with rng on the kill, which came after a wipe at 123k hp. As with any soloing, I removed Glyph of Frenzied Regeneration. For this, I replaced it with glyph of feral charge, which might be useful for killing the banshees because of their stupid knockback.
Phase 1 is straight forward, kill the adds that come at you. Focus aboms first and then banshees whenever possible. In my gear, the aboms died fast enough that the mortal wound was never an issue. Once Kel'thuzad activates, there will probably be 3 or 4 banshees left. These banshees are really annoying and should be dealt with before really focusing on KT. You really don't want to let them get close to each other, or they will be more difficult to kill. While focusing on the banshees, you should also interrupt KT's Frostbolts whenever Skull Bash is off CD. What I did was sit on KT until he would cast a frostbolt, and skull bash it. Then I'd run to a banshee and hit it with a mangle/maul combo, get knocked back, feral charge and do it again. This was usually enough to kill them or at least get them very low. Then I'd go back to KT to interrupt another frostbolt and repeat the process. A really low banshee can be finished off with a faerie fire from a safe distance.
Once KT is alone, it's straight forward again. Get out of shadow fissures, interrupt frostbolts whenever you can, and use defensive cooldowns whenever appropriate. In my gear level, my hp went down pretty slowly, but it went down nonetheless, so I used FR and SI twice each before phase 3. I only used berserk once after killing the last of the banshees and then saved it for phase 3.
Once phase 3 starts and the adds get to you, use berserk and manglespam. Then just continue as you did in p2. At first the adds won't be a problem at all, but eventually, your hp will start going down more quickly. At around 60% hp, use Frenzied Regeneration to fill up. Save Survival Instincts for when you start to get low again, once the adds have high stacks of Blood Tap. I ended up not even needing it in my kill.
Soloed him as a Prot paladins in dps gear (with 1h+shield). ilvl ~359 gear. It was really quite easy. Used Seal of Insight, Resistance Aura, BoM, drums of Kings, Pristmatic Elixir, food buff.
The toughest part was the transition from P1 to P2, where you have a few adds up while K'T is in the fight as well. I mainly focused on K'T while kiting/killing the remaining, slow-moving banshees from afar with AS and Judgement.
After they're dead, it's smooth sailing. Near the end, the two Guardians will start dishing out quite a lot of damage from the stacking buff they get. Save GoAK, LoH and other cooldowns for this and burn K'T down.
You MUST keep using SoI during the fight due to the heavy mana usage from the constant Rebuke to interrupt him.
Edit: One thing I forgot to mention is that Crusade, the talent, works on all mobs here because they're high level. You can use the awesome heal from this after having killed adds if you need to heal up. Don't forget though, you can't perform avoidance while casting, so be careful.
Hunters, don't even try it. He will rape your pet fast.
I'm after the Frozen Wastes title, and I have never set foot in Naxx before. Do I still need to enter any other wings before I can get to Kel' or can I just jump right into Frostwyrm Lair?
Just did this guy at level 85 with a group of four: Ret Pally, Holy Priest and two Fury Warriors.
We had to be careful due to the three melee dps and only one healer. The ret pally kept aggro the whole fight, while one of the fury warriors stood back and just threw ranged (kinda safety precaution so we all don't get frozen). If any of the dps were to get frozen the healer would heal them once quickly, and then back to full once the blast wears off. However if the healer was to cop the frost blast, the pally would Lay on Hands, or Flash of Light the healer to keep her in the fight.
Once Kel hit 45%, the Fury Warrior standing back from the group would tank the guardians while the remainder continued to hit the boss.
Not going to lie it took us a while to work out how to get Kel down with our group but we did do it and pulled quite a few achievements from our run (I think we managed roughly 16/17 and could of had more if we tried for them). Had a lot of fun though!
Kinda solo'ed it as a blood DK tank.
2 Friends and me went to do some old school raids, and after we did most tbc raids we supposed we could give naxxramas a try.
When we started fighting kel'thuzad himself, my teammates died because they stoud close to each other and one got ice blocked (The healer)
So kel was at 5m hp and i could try to kill him, things got hard in the end, i didn't saved my cooldowns till the guardians appeared so it was a close call.
The fight itself is really simpel if you solo it: Move from the shadow on the ground! I died on that in another fight because the guardians became so big that i could barely see it.
Going to try a full solo next week, to see if i can beat the enrage timer!
Soloed as a warlock, affliction drain tanking spec.
The only hard part is phase 3, use your voidwalker to tank the adds, but don't heal him, just resummon when he dies so that he can get his aggro back immediately.
How to Solo: Kel'thuzad as a >Death Knight<
Note: All of the spec content is now out of date; however it will still be here for vanity purposes.
Long wall of text: Do not downrate me for having a long wall of text, I have warned you.
Butchery: 2 - Blade Barrier: 3 - Bladed Armor: 3
Scent of Blood: 3 - Scarlet Fever: 2
Bone Shield: 1 - Toughness: 3 - Abomination's Might: 2
Blood Parasite: 2 - Improved Blood Presence: 2
Will of the Necropolis: 3 - Rune Tap: 1 - Vampiric Blood: 1
Improved Death Strike: 3
Dancing Rune Blade: 1
Unholy Command: 2 - Virulence: 3
Desecration(Optional):2 - Resillient Infection: 2
Prime - Glyph of Death Strike, Glyph of Raise Dead, Glyph of Heart Strike
Major - Glyph of Anti-Magic Shell, Glyph of Bone Shield(Optional), Glyph of Rune Tap
Minor - Glyph of Horn of the Winter, Glyph of Blood Tap, Glyph of Resilient Grip
Full T12(10M) Non Heroic Firelands Tank Gear
Meta - Austere Shadowspirit Diamond
Blue - Solid Chimera's Eye(3) or Solid Ocean Sapphire
Red - Defender's Demonseye
Yellow - Forceful Dream Emerald or Puissant Dream Emerald
IMPORTANT NOTE: Have Flask of Steelskin AND Basilisk Liverdog buff active.
This is a very intensive fight that requires a mass amount of luck. Here are a few pointers: Phase 1 is simple, kill the adds, if you have any remaining adds during phase 2, kite KT Around and kill the adds by using Outbreak. Phase 2 is Frost Bolt and Shadow Fissure. Interrupt Frostbolt as much as you can and when you cant, pop Anti-Magic Shield. Shadow Fissures: Stay out of them. Phase 3 is a huge burn phase save ALL Cooldowns until Phase 3.
How the fight works (Descriptive):
Phase 1 -
You are in the center fighting off skeletons, abominations, and Soul-Weavers. Skeletons & Abominations are easy, just kill them. Soul-Weavers become the problem, they have a knock back which is followed by minor shadow damage. Just throw Outbreak on them, hit Death Strike, run away, repeat.
Phase 2 -
This is the easiest phase, the first part maybe difficult due to remaining adds. Again, Soul-Weavers, Outbreak, Death Strike, Run away, repeat. There are only two things after all the adds are dead that you have to worry about, Frostbolt, and Shadow Fissures. You will NOT be Ice Blocked or Mind-Controlled IF you are by yourself. (Excluding pets.) Interrupt Frostbolt with Mind Freeze, and when you cant, pop Anti-Magic Shell. DPS him down to 45-50% HP. This is the longest phase.
Phase 3 -
This is the HARDEST phase, everything is the same except now Guardian's of the Icecrown arrive. As SOON as you see him yell "Master I require aid!" Pop Army of the Dead, Rise Ghoul, everything you got. And burn him. The Guardians get stacks increasing their damage done each time they attack you. They have 2.5Mil HP Each so do not kill them, focus on Kel the whole time. Keep your Blood Shield up at all times. Be warned, the longer it takes for you to kill Kel the more stacks those adds have and the increased chance of you dieing.
Good luck, if you did it right, you get to see a little shadow orb on the ground with fancy loot :D
DK, Blood Spec, Mixing PvP (371) and Tanking (353-378) gear (Weapon of Choice:
Vicious Gladiator's Decapitator
with a Fallen Crusader Rune)
Phase 1 is by FAR the hardest phase: Aboms apply Mortal Strike-- a stacking version that can shut off ALL of your self healing. Aboms have to go. Ignore all other adds while Aboms are up. Banshees are annoying, but nothing compared to the danger of an Abom-- However, it's notable that you take more Physical damage during this phase than magical, so even if your self-heals are off, Blood Shield ISN'T.
Phase 2 is cheese. Don't stand in the void zone. -Do Not- Interrupt Frostbolt- just heal after it. It's Vengeance-- which you won't be getting a lot of...unless a Frostbolt is coming near the last 45%
Phase 3 is Phase 2 but harder. Now start interrupting that Frostbolt. Have ALL of your CDs on the ready: You'll need them towards the end. Start with Army of the Dead- and pop a
. Do not let Blood Shield drop off-- stack it as high as you possibly can while the Army plays with the adds-- as soon as the adds finish off your army or the army ends, move backwards and get those adds in front of you-- they're gonna start stacking their buff- they don't hit all that hard initially, but it will begin to hurt once it gets high. Ideally, you're gonna want to kill KT before the stack hits about ~30-- where the adds are essentially 'zerked-- meaning you've got about 7 minutes of time (or lalala...2,678 DPS on the boss.)
If you're dying in P3, use DRW to boost your DPS as soon as the adds are in front of you: don't use it with the Army: You want the Parry to actually have some use.
He's actually... easy. There's harder BC bosses to solo (*stares angrily at anything in SWP*)
Soloed as a bear tank.
Rather trivial, just interrupt frostbolt as often as you can and dps.
Chispere - Sisters of Elune
Soloed as a Blood DK with full dps gear (e-ilvl 377) with 11k dps.
Phase 1 with the adds was not a problem at all, the aboms come in slowly and don't manage to stack Mortal Strike to more than 20% (2 stacks). I even went in and pulled an abom group for the achievement and altough the MS debuff stacked to 8, they don't deal enough damage that you can't take without cooldowns/running around till the debuff drops. Shouldn't be a problem to pull 3 abom groups and grab the achi but I realised this too slow.
Phase 2 when KT comes in was not a problem either, altough his Frosbolts do hurt a bit (won't go below 70% here). I did use a
I took nearly a million damage, 1500 dps from KT and his adds. KT himself did 65% of all damage in the encounter (solely through Frostbolt), and the 2 nerubians did 13%. Keep blood shield up, and if possible use Blood Strike (not Heart Strike) in order for bloodworms to aggro them occasionally.
How to solo as a Protection Paladin:
I hope it helps :)
My ilvl 385 enchancement shaman just beat Kel'thuzad 10 man last night with a fresh 85 druid heals. The druid died very early in the second phase.
First phase was easy...just stand in the middle and kill the adds as they come.
Second phase was tricky with two people....I killed the adds quickly then attacked Kel'thuzad while avoiding the purple crap on the ground. I didn't bother interrupting the frostbolts. Kel'thuzad would freeze my partner, since he did not have aggro. The freeze does 104% of your total health in damage. After trying to pop my heals on him with previous attempts, I just let him die and attempted to solo the rest.
Third phase is when you just DPS Kel'Thuzad as quick as you can. DON'T attack the adds. I cast instant heals when they popped. When my health was dipping a bit lower, I dropped both elementals, wolves, bloodlust and used a
. I saved shamanistic rage for the last bit when things got tough.
As death knight this boss is too easy, so instead of saying: soloed in 360 gear, etc., I will post and comment about a 3% wipe as 336 item level, to say that this is more or less the dk limit for soloing him.
Blood dk, blood presence, full dps gear, during phase 1 I stayed in the middle, not because of abominations (reducing healing done), but banshees, doing a lot of magical damage I can only absorb for 7 sec every 45 with AMS.
When kel'thuzad engaged, I still had 3 banshees that brought me to low hp before killing them; then my health slighly went up till 100% (kel'thuzad was hitting 6k on my dk, with 8,4k death strike + blood shield those hits are not the problem), the only problem was his spamming of frostbolt, doing 10k as I had no frost resist.
Of course, I interrupted him as much as possible with mind freeze and strangulate (also works on this boss), at 2,5 millions hp left the guardians came, and with this low item level this was quite a problem, as I also had to move away from kel'thuzad shadow fissure (quite deadly, but I never got hit) and keep interrupting him.
Used all cds, in the end just couldn't do it for around 150k, but I believe it's already doable in this gear, at least it's a challenge, compared to doing it in 360\380 item level.
I think it's doable in 336 as I failed at interrupting some frostbolt, so could've lasted some more seconds, to kill him, and also in doing too many things together, I forgot to put horn of winter up in the end, which could've allowed me to kill him before dying.
Fight lasted 13 mins in total, so not really enrage problems, it's 15 mins.
Here's the 3% wipe screenshot.
Just got done soloing him as a prot paladin 387 ilvl, took a good 13 mins just due to the fact i coudnt get veng to increase due to lack of incoming damage. Until the last phase when the two adds came then it was cake from there. Hardest part i thought was phase 1 just for the fact it was annoying lol
soloed as a shadow priest
He has a berserk timer of about 15 minutes after he engages (In other words from phase 2 and beyond). I found out when I tried to let the guardians blood tap stack to see how big they got. (I only got around 35 when he enraged).
His frost bolt hit me for like 60k with resistance aura up (+195 frost resist) and his frost bolt volley hit around 20k with resistance aura up.
Didn't see anyone mention it so I figured I would.
Your curiosity will be the death of you.
phase 1- the banshees are the only deadly ones, pulled the aboms in groups of 3-6 to get the acheiv, the zombies i mostly ignored and they died from heart striking aboms
phase 2 - you have to make sure to burn the banshees, asap. the banshees are very slow so make sure there are not a few heading towards you. Stay out of black circles, int frost bolts
phase 3 - i saved all cooldowns and popped them when he cried for help, ignore the adds and just burn down kel
Hey, me and a friend were wondering, if two can either 2 man 25 naxx, or at the most ten man it, whats the best possible way to do this with the least amount of people? Btw, me and her are both tanks
Also,Wowhead HP values of Kel are entirely wrong,Kel has like 5.6 millons HP on 10 man and about 15 millons on 25 man
Time for an update, on my old post I described and posted a screenshot about a 3% wipe (around 150k) at 10-man in 336 item level dps gear.
I consider him doable in that gear, but just didn't bother with it and soloed after some days with 351 item level, still had 50k or so when he died, no problems with right cd using in the end.
Let's go to more serious stuff now: 25-man.
Tried first in around 386 dps gear, failed at banshees already, when kel'thuzad comes they're really a problem on 25-man with their 153k hp and kel'thuzad frost bolt doing 26k damage; managing banshees was sure doable already, just interrupt kel'thuzad, take a banshee and nuke her, interrupt kel'thuzad, take another banshee, rinse and repeat till all die.
The hardest part is the last phase, when 4 spiders come instead of 2 and since they come at 45% of kt hp (7 millions at 25) they really really stack a lot their buff + 15% size and damage, so they become enormous and hit very hard (talking about 7-8k each in my kills) in the end.
First 2-manned it with a holy paladin in around 387 item level when I had 392 item level in full dps gear, he went in a different chamber, out of line of sight of the boss, so he didn't cast frost blast. When spiders came, I didn't attack them to avoid getting aggro and he taunted them all in the other chamber and healed himself from their attacks till 1,2 millions, he died, spiders came, I used all cds and managed to kill kel'thuzad with 31k hp left. This is done MUCH more easily having the paladin only taunt 3 (special taunt to pull 3 targets) and keep 1, more vengeance = more damage to kt = less stacks for spiders and less healing to do vs 3 instead of 4.
When I didn't take any spiders:
When I took 1 spider:
The solo as blood dk is a gearcheck + cd management + interrupt and avoiding stuff, in my opinion the most interesting boss to solo in naxxramas 25.
Tried to solo it with 392 item level dps gear, no way, died at 3,5 millions, really too much damage, and also tried again in 389 item level tank gear, enraged at 2,8 millions... and also considering their damage was getting so high, most likely I'd have died around 1,5 millions.
Dps gear try:
Tank gear try:
My first kill, after something like 8 wipes just the same day and around 30 wipes total, was at 394 item level, full tank gear with 2 dps trinkets, rotting skull and eye of unmaking 390, did different tries (full dps gear and tank trinkets, full tank gear), either died too soon, or hit the hard enrage.
I used rotting skull, DRW, ERW right when kel'thuzad summoned his adds, and ofc kept my blood shield going as long as possible, interrupted frost bolts each time when I could and when I couldn't I used AMS, there were also sometimes in which both were on cd, that's why I decided to take the prismatic elixir for this fight, also used 90 strength and stamina buff and runescroll of fortitude.
At 7 millions I didn't need any cd to withstand the damage, but at 5 millions vampiric blood started to become necessary and hard to heal from 3-4 millions, so whenever I dropped low I used the ghoul sacrifice with vampiric blood, also at around 2 millions, when I was almost dying, I used army of the dead to distract the spiders and used death strike and rune strike to heal up and build shield on kel'thuzad.
During this fight it's very important to outbreak kel'thuzad and then spread diseases to the adds with pestilence, less damage for all of them, and it's worth the unholy rune lost, BUT NOT when you have army up, single target kel'thuzad, so ghouls will tank spiders while you heal to full + get blood shield.
Then I managed to get to around 1 million hp with still icebound fortitude ready, used it, so could heal back and get a bit more shield during those 12 sec, also used empower rune weapon again, came ready after 5 mins I was fighting with spiders up, so kel'thuzad went to 400-500k while I healed, then it was all about avoiding shadow fissures (enormous spiders, but DBM helps a lot on this), interrupting or AMSing the last frostbolts and death strike and rune striking kel'thuzad before spiders killed me, I still had 106k hp when he died.
No special weapon also, gurthalak 390 on this try, done again the following week with gurthalak 403 and eye of unmaking 403 and didn't change that much, just had more hp when I finished and used icebound fortitude at 400k, so could've probably done it without using it.
Also used dps cds all times before spiders came (actually till 8,5 millions, cause if you use them after, you won't have them ready at 7 millions), else I would've had enrage problems, since the kill took 17 minutes and 29 seconds with 19 minutes enrage.
Also used lichborne during my kills, don't forget that one, very useful, having full vengeance you can stack some runic power and death coils heal you for something like 50k normal and 100k crit, and you can use 3 with 120 runic power, only 2 minutes cd.
Second kill with boss at 500k:
A feral tank is the best for kel. With the druid resis buff plus sindora's flawless fang (plus 218 resis)
Pala resistance aura and some resistance gear of your own he should be hitting you for around 3-6k :D makes it way easier. Move when he casts the void thing just move. And don't focus on the pets he makes. focus on him 24/7. Aggro isn't a prob with a feral tank either. As long as your in bear form. With lotz of healers.
Managed to 3-man KT 25-man mode.
Was quite a straight forward fight in comparison to say Gluth 25-man where the amount of zombies could get a it out of hand..
On topic; our setup was blood dk (le moi, 401), enhance shaman and a fire mage.
Phase 1 - Just nuke adds that run towards you.
Phase 2 - Was quite cake, keep a distance from one another to prevent two being simultaneously tombed. Shaman healed the mage when he was tombed, I'd pop Vampiric blood and Rue Tap to save the shaman when he was stuck.
KT MCed the shaman and mage at one point, the trick was just to chain CDs and survive the MC phase (it does not last long).
Phase 3 - Pop army of the dead and tank the four adds when the army despawns. Tank N spank, KT goes down easily.
Quite an easy fight, during the MC phase the MCed will most likely use derp abilties such as Blizzard or frost shock. The tomb does 101% of ones total health, cake to hinder death with 1-2 heals.
Tip: interrupt the frostbolts as often as you can!
Havet tried to solo KT-25man, the only thing I fear is that I'll get Mced, despawning KT or that the 4 adds will get me in the end
Easily soloed on 10m by a fury warrior with over 150k hp with second wind. Just make sure to interrupt frost bolt every time pummel and disrupting shout is up
He's very easy to cheese solo on 10-man now as a BM Hunter. You can simply sick your pet on him and then go and hide behind a wall, hitting Kill Command on cooldown. Doing this takes Frost Blast out of the equation entirely, since it requires line of sight. It's also pretty easy to position yourself so that you're in your pet's line of sight but not his, allowing use of Bestial Wrath (and Mend Pet if needed).
The passive healing from Spirit Bond was more than enough to heal back the Frostbolt damage on me, and the adds hit for basically nothing now. It took my Tenacity-specced spirit beast around 12 minutes to bring him down, but given how low the damage on him was I'm sure Ferocity would work fine and be quicker.
Solo'd as both arms and prot on 25 man.
Using full blue pvp gear
arms was much faster obviously but bring a potion! near the end he got me to 3% luckily i had a potion. when KT is at 20% his adds start to hit pretty hard so I swapped to defensive stance.
never fell below 20% as prot.
Not even talking about level 90, will be pathetic, but this boss has become very easy since patch 5.0.4 even on 25-man, unfortunately the adds now miss you most of the time due to the level, which didn't happen before the patch, so that's why it's been soloed by some prot warriors at 85.
Before patch 5.0.4, so when the adds actually hit you, blood dks were the only class which could do it, after that it's no longer a boss IMO; tried a week after 5.0.4, I ended up with 160k blood shield, no defensive cds used, and done in dps gear which I could never do before, so farewell to a challenging boss at 85, hope anyone who soloed it at 25-man before 5.0.4 remembers how hard it was.
Actually, I solo'd KT 10 and 25 man on my pally well before 5.0.4 hit. 25 was challenging after the WoG nerf, but STR gear boosted WoG's effectiveness which helped offset the cooldown.
Soloable at 90 as Monk Brewmaster.
First phase is easy just nuking adds.
Second phase also easy just nuking boss.
Third phase you will take a lot of damage but he won't use his major killing abilities on the tank so as long as you stay out of the void zones and keep your mitigation up he will go down easily enough.
Soloed him on my Unholy DK in blood presence. The first two phases were pretty easy, got him down to half health fairly quickly. Once he spawned his two adds toward the end was when I started having trouble with taking too much damage. Just nuke the boss and stay out of the bad stuff and you'll live. I had about 20% health left by the end, but still killed him nonetheless. :)
Thank goodness for Death Pact and Death Strike for survival. (Just in case). ;)
Soloed KT on 25 man as a 488 fury warrior.... barely.
The first phase is pretty cake, stay in the middle and kill the adds as they approach you.
Second phase, KT comes alive. At this point, his frostbolts will start to whittle your health away down to 35% health (when second wind kicks in). Make sure to interrupt frostbolt everytime pummel is off cooldown. mass spell reflect will not work here. Second wind should be able to keep you up throughout this phase. It is also imperative to stay out of the void zones, because they will hit you for 70k if you stand in them too long which can be fatal.
Third phase, he summons the guardians. They have about 6 million health on 25 man so you shouldn't bother trying to kill them. The damage will start to ramp up in this part as he will still frostbolt along with the damage from the adds. This is where i popped all of my DPS cooldowns and wailed on him as hard as i could. I ended up having to use a health potion and a healthstone (just had got done raiding) on this phase, and was able to emerge victorious.
Hardest fight in Naxx to 2-man at 90. Frost Blast will not hit the tank (hence all of the "I soloed this" posts here), but will stun/kill the second person in the room within a few seconds.
As a Mistweaver Monk + Blood Death Knight, I was able to Life Cocoon through the first, attempted to pre-emptively HoT myself to survive the second, failed in that and had the DK battle-rez me afterwards. Took him down before he managed to hit us with the third.
Actually killing the abominations for the achievement wasn't hard at all though, since you've got several minutes in phase 1 to absentmindedly AoE down abominations before you get to fight Kel'thuzad himself.
Solo'ed on Mage with no real problems - can't use mirror image as you need to stay as tank for the whole fight. Every boss in Naxx now soloable for mage except Patchwerk and Raz.
Edit: Now also killed Patch & Raz on mage by simply burning every cd.
Was able to duo this fight pretty well with a resto druid and arms warrior combination on 25 man mode. I was able to keep myself and the warrior alive by placing my LB stacks on myself and a rejv, as well as a rejv on the warrior. That canceled out the possibility of dying to the ice tomb effect. The hardest part was to keep me under control when I was MCed and trying to kill the warrior. The warrior was able to interrupt/fear and what not to keep me from killing him.
Attempted and succeeded on the first attempt at this, and was able to get my full Valorous Dreamwalker set on day one of farming for it. =) Yay!
As a BM hunter, tried a couple different strategies before I realized easy mode: spec Spirit Bond, keep your pet out (I used Shale Spider for agi boost), take off Growl, turn on Cower, pew pew, admire win.
Edit: pardon - yes, it was 10m
Solo'd as a 505 Survival Hunter with the use of Silencing Shot and a gorilla pet for interrupts.
Tank and spank phase 1
Turn pet growl off phase 2, tank boss, both interrupts on CD
Ended up being pretty close, I had to use a
to stay alive. Ended with about 15% hp.
I remember naxx in Vanilla and how i pissed my pants with awesome when we reached kelthuzad and he speaks to his "master" and then a voice ANSWERS, you realise who it is and what it means. Especially when he calls on him during the fight.
It seriously made me happy when Wotlk came.
Just did this fight solo as a 452 ilvl Warlock. I'm normally Demonology, and was that for all of 10M Naxx until this fight, when I switched to Destruction due to hearing about him disagreeing with groups of more than one.
I switched to use Soul Leech and Grimoire of Sacrifice(Voidwalker buff)
Phase 1 was incredibly boring but allowed for me to get back into the groove of destro and build up some burning embers that I... burned... when Kel'Thuzad entered the fight.
Overall the fight was just really boring :p I just kept Immolate up and spammed Incinerate and Chaos Bolt for healing. When the icecrown guardians spawned I set up Immolate on them as well to give me a bit of extra healing through my glyph of siphon life. Took a couple minutes but very easily done.
Just solo'd 25 man difficulty Kel'thuzad as a 472 IL protection paladin . Well it wasn't hard but it is damn boring and i must say the fight ended so close to berserk time. Couple of mana pots will help you. GL!
Solo'd as fury warrior on 25 man, just ignore the scarabs and keep burning boss.
Just solo'd as MM hunter at 25 man at ilvl482. Yes, no typo MM. I think it is a world first for that spec as I could not find any reference. Likely nobody has been stupid enough to do it as MM, as BM is so much easier. I however wanted to see if it was possible as MM for the challenge. :-)
As BM just let him iceblock you, and your spirit pet will save you. Fairly easy fight that way with little issues. So I though what if I do it again as MM?
Took me roughly 20 tries, using the same tactic as hunters at lvl 85 used, using LoS, but I got it in the end. Non-hunters with per classes (warlocks might be able to use a similar method.)
Main issue with this boss is that for hunters it is impossible to dismiss pet and just tank and spank. Not enough selfheal or damage reduction. (At 10 man you can just nuke though). With pet however, he'll iceblock and mindcontrol you all the time as you will be the main agro target. Back in the days hunters solved this at 10 man by LoS him and let the pet burn him down as much as possible and zerg the final part.
I tried if I could do the same at lvl 90 and with some modifications you can:
1) Be alert that his
mind control ignores LOS and casts on you if you are in range. Perhaps bug, but I lost a few attempts due to this when I was absolutely without a shred of doubt not in LoS.
2) Also be alert his phase does not start at 3.48 as many people incorrectly claim, but is actually variable depending on adds spawn. I had times ranging from 3.43 to 4.22 when he would 'Strike'.
I mention this as I recommend using a stopwatch to keep track of his time for enrage. He'll enrage around 19 mins from start (including trash killing).
Also because if you go for the 18 adds achievement, like I did, you want to know when he strikes. You can be unlucky with adds being left around.
3) Tank pets are out of the question, as they will take to long to burn him down, with no way to beat the enrage. You'll need a ferocity. I used hyena as the haste buf makes him the higest dps pet. This automatically means you'll need to glyph mend pet as else he'll die in the second part of the fight.
P1: just nuke adds. I went for the 18 adds kill achievement as well.
P2 After somewhere around 3:45-4:15 he'll strike. Now is the hard part. You must set you pet to passive and position you pet so you can heal and be still LoS him. This is hard and partly dependend on RNG and will cost you a few tries. I went in the third quarter while putting the pet next to the pilar betwen 1st and 2nd quarter.
What I did is at 3:40 already pre-position my pet way back in a corner to be safe. When he strikes, MD. He'll never run to your pet but stays at range, hence the RNG on where exactely he stops moving. You run around a corner, set docus to boss and give the command to attack.
In addition, even if you are not in LoS, remember to wait at least 30 secs before getting back in range to heal your pet, as you'll get mind controlled regardles of LoS. This is only the first few seconds the case! (Again perhaps a bug, but it is not me messing up, as I was behind a wall a few times.)
You'll fail a few times, but get better in it. Once you got him into that position, you must use Stampede, Murder of Crows and other abilities (e.g traps) to damage him, else your beat will not beat the enrage. Each time he does his frost spell castbar you have a few seconds when you are safe to attack. One misstep and you are dead though ...
Spam mend pet to keep pet up in between.
P3: At 45% adds come. If you are not before 14 minutes you are likely too late and better dismiss, FD and repeat. You'll not make it as you need to burn these adds down. Yes kill them, not just MD to you pet as even a glyphed mend pet won't keep your pet up. These adds stacking buf will kill your pet and they you. Remember you are using a non-tank pet.
I MD'd two adds to my pet and killed the others. Then killed the two on my pet. Remember to spam mend pet, else he will die.
If all goes well, you'll be at 18-18:30ish minutes with the final add down.. Dismiss pet and zerg teh last part of the health of the boss. I killed him with less than a 5% of hp and 4 seconds before the enrage timer.
Oh and don't use stampede during the final zerg, as it counts as a pet and he'll iceblock you.
Moral of this story: Unless you like that stuff, just go BM.
UPDATE: sad I got voted down. It seems giving tips on how to solo something on a non-optimal spec plus various other generic sofar undocumented (!) information on timing and abilities is not allowed. Or people were put of by the 'world first' comment? Well, I was not bragging, and as far as I know it is still the truth as well ... Next time I'll only post a "I also just did it as BM comment". Sorry for trying to share new info, wont happen again ... ;-(
Ran Panda Elem Shammy in 498 Resto shammy Gear.
Kicked the crepe out of the drake boss. Kicked the crepe out of the end boss.
Sorry it's not a sophisticated description, but it wasn't a sophisticated couple of fights.
Hit lust & ascendence & got drake down to 10% (?) and got ice blocked. Got 500K HP so that wasn't an issue.
End boss. Let the small adds hit my lightning shield - that killed them. When boss came to me, hit lust & ascendence, with fire elem out & got him down. Did get behind on heals - but dropped healing tide coming out of ascendence.
Look - if you want to learn every fine detail - go run it yourself.
Soloed this on 10 player with my 85 blood DK in Cataclysm dungeon and rep gear. This strategy also works for the 25 player version.
When the fight starts hit the wraiths with DOTs then kill the abominations and the skeletons. Finish off the wraiths with death coil. Repeat this until Kel'thuzad activates.
When you get the warning that he's going to activate run to one of the alcoves. This will allow you to fight Kel'thuzad and deal with any remaining wraiths without getting knocked too far away. Kill the wraiths when they get in range. Heart Strike will kill help kill the wraiths when they get close enough. Remember to avoid the void zone he casts under you.
When the bugs arrive ignore them and stay on Kel'thuzad. Pay close attention to the void zones because the bugs can interfere with your view.
Here's the video:
Ok, here is how i 2manned Kel 25man version:
Im a hunter and my friend is a resto shaman.
My shaman healer hid at Kel's throne, while i dragged kel to one of the rooms where abominations/ghosts/sceletons spawned (one closest to the left or right of the throne).
Interrupt his spells to get him to move to you, but once he is in that room do NOT interrupt his spells.
You need Kel to have LoS issues compared to your healer - so your healer will not get hit by any nasty spell Kel does.
You need to stay in proper line of sight with both Kel and your Healer.
When Kel summons those crypt fiends, ignore them and burn down Kel - either you tank the crypt fiends or your healer (or pet).
Remember, the KEY is that one player TANKS Kel while the other (healer) HIDES from Kel - so he will never cast nasty spells on his "tank" and he can never see the healer to cast spells on him.
Do NOT have your pet tank Kel, since then he will unleash his spells on YOU and very easily kill you.
This way 25man Kel is really easy, just takes time to burn his health. Just never let Kel see your healer and you win.
If you seek to destroy Kel'thuzad solo, and you are a pet class?
TAKE OFF "GROWL"
He targets a secondary raid person on his aggro list (that's you) for ice block, and with no healer there, it's a one-shot wipe.
easy to solo as warlock, if dont dont use a pet.
He never casts
on the tank so u should do it alone or count with a lot of selfheal every 1min or so.
Soul leach is great for phase 3 if u are destro,
fire and brimstone
will make u absorb almost all dmg.
Warlocks, you can solo Kel'Thuzad 25
a pet provided you spec into
and keep your health above 85% at all times. This will keep
from killing you.
However, you only have about 1:30 from when he becomes active to dps through 14,660,000 HP before
comes off cooldown. During the mind control you will kill your pet and Kel'Thuzad will despawn.
90 NE BM Hunter / 544 iLevel
It is trivial at this gear level, but it's still easy to die due to mechanics.
Solo'd Kel'thuzad 25m today. Don't forget to
turn off growl
make sure YOU are tanking
and not your pet. If it appears your pet has aggro, DISMISS PET and call it out after.
I used Distract shot on cooldown, but I'm quite sure boss is immune.
Spirit Beast pet with macro /cast Spirit Mend(Exotic Ability)
Interrupt him as much as possible. Ignore adds he calls in at the end, just focus KT. Cheers!
Did this today on my 90 warlock il513 gear. Destruction spec. Use Grimoire of Sacrifice to get rid of your pet and get the damage buff. Burned him down in less than a minute, health meter barely moved. Super easy with MoP gear.
Just solo'd this boss + entire instance on my Holy Priest without any problems. It's pretty much a breeze... you just have to be really conservative with your mana.
Very easy 25m as a 514 iLvl Ret Pally.
absorbed most of his damage, only needed WoG for phase 3.
Wait he only has 93g 2 silver and 82 Cooper after everyone he has killed? Pepole are poor these days :P
killed him on 25 man mode like year and half ago with my 85 monk, so i really believe it could be done with 90's char or even twos but whers a challenge, now iam gonna tr my 80 level dk, already killed saphiron 25, but then i was outnumbered by adds in p1
anyone else here having prolblems with him despawning during phase 1 since the patch came out? i kill the adds so fast, and he randomly despawns
When you meet him, give him a hug!
Good news, priests! Kel'Thuzad is now extremely soloable, so if you want your halo go ahead and get it. With the new WoD stat change it's easy to keep his adds down and heal up after he hits you. I downed him after a bit of time as a shadow priest keeping myself healed only through Devouring Plague's heal. Just avoid the stuff on the ground and keep your mana up with your shadowfiend.
I really need to learn to read the comments on raid bosses before going in and solo'ing (for raids Ive never done).....yeah he reset twice on me till I read a comment about staying in the center circle. So I just sat there and spinning circle kicked everything till KT activated.
Since this is
venerable content, you may find it difficult to locate instructions for navigating around inside Naxxramas if you are new to the game, or at least, to running this raid.
In order to battle
, you must go to Sapphiron's Lair on the Upper Necropolis level.
To get to
, go to the Carrion Fields subzone of Dragonblight.
/way Dragonblight 87.3, 50.9 Naxxramas
When you fly up under Naxxramas and into the Meeting Stone location, the displayed map subzone will change from "The Carrion Fields" to "Naxxramas", however, the Meeting Stone coordinates, in the center of what I think of as the Garage Level, are also .
The core itself is octagonal in nature with 4 outside (N,S,E,W) entrances equally spaced between 4 (NE, SE, SW, NW) swirling, blue-green portals, also equally spaced. All 4 portals lead to the instance and you arrive in the center of the Lower Necropolis level.
Inspecting the central core from the Lower Necropolis level, you will note you have 4 descending ramps which all serve as exits from the instance. Interspersed (look it up... jk) with the exit ramps, are four ascending ramps each of which has what appears to be a violet & fuschia teleport pad. Pay no attention to the teleport pad (... OR the man behind the curtain!), and go up the ramp to the blue vestibule.
You will see one blue portal orb which, when clicked, will port you to Sapphiron's Lair.
To return, use the similar orb in Sapphiron's Lair.
OBTW, does anyone else get extremely annoyed with the way that text in comments and replies
one of the grammatically MANDATORY
spaces between sentences? It really does make for poor reading and complicates parsing of a paragraph, which, in turn, may result in reduced reading comprehension... not to mention what look like extreme examples of run-on sentences... and, Dude, I do pretty well on run-on sentences without any help!@$^
Vanilla Naxx in patch 6.2 :D
Here for this achiev?
Just solo'd at 90.
even if tracked, it won't show how many you've killed so far - so keep count!
Killed 18? go stand in the middle until you can attack him. Didn't get to the middle in time? He will reset, no big deal. Killed too few and stood in the middle? Just let him kill you so you don't have to wait a week and clear the whole thing again.
First post! Hope it helps someone :)
If you have a tank pet out, or are killing him with a friend, beware that
will still deal its full damage no matter what level you are. Even at Level 110, if this hits you and you don't get healed, you'll die.
Somehow Kel'Thuzad can evade if you're soloing and killing thrash at their respawn zones.
So just be in the middle and wait till they're come.
So, for those of you having issues with this boss resetting. He's a big coward. If you flex your level 90-110 muscles in his face, he'll freak out and run away. You need to goad him. Let his mobs come to you, feint him until he says "The end is neigh" then you can rolfstompbbqsauce his undead face.
The rule of thumb on this, is let the mobs come to you. If you already have the achievement. If you don't...some trial and error.
If you kill things too quickly the encounter resets. this is either a bug or a 'anti-cheat mechanic' the latter doesn't make as much sense, since this seems to be the only boss in the game that does it.
If you want a guide-line for how long to 'wait': Let the mobs come to the brown circle that outlines the green one. You may kill anything that comes that close. anything else, you run the risk of a reset. wee.
So apparently Kel'Thuzad not only despawns while alive but also while dead making him unlootable. Maybe I killed the remaining trash too quickly after he was dead.
Anyone who is doing this solo at a ridiculously high level!:
Step 1: Stand in the middle, in the green circle
Step 2: Play some elevator music, you're going to be there for awhile.
Step 3: AOE. Just kill the guys running to you.
Step 4: Eventually the enemies that aren't running to you will despawn. Just kill the remaining ones coming to you. You'll get a warning "Kel'Thuzad Strikes!"
Step 5: Kill Kel'Thuzad.
Step 6: ?
Step 7: Profit!
For the achievement - Does anyone have a strategy to do this is BFA? I have tried all that's written here and he just keeps resetting. Tried it with gear, without, in the green circle, chasing after them. As soon a you hit 18 abominations you just can't hit him.
Fun fact, Human Kel'Thuzad can be found walking along a path near Southshore in the instance The Escape From Durnholde.
The final stage was EPIC for me, and i appreciate the ability to do it alone, pre or post nerfing of course. It was fun anstress free, no time restraints, total freedom..loved it!
这个 NPC 能在这些地区找到：
Glory of the Raider (10 & 25 man) – the Complete Achiever’s Guide
Guide to Getting the Garrison Jukebox and Music Rolls
World of Warcraft's 15th Anniversary Celebration - Event Guide
WoW Anniversary Celebration
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