"Healbot" spelled differently.
This is the third and final boss of the "Plague" (south-east) wing of Naxxramas. Strategies for defeating him can be found at
Hehe, Loatheb is an anagram of Healbot =P
If you are working on Loatheb a good technique when making attempts is to pull the entire raid towards the gate that closes as you fight him. Run him back and forth against the gate until he resets and your raid will be out of combat and not lose pots/buffs.
Most strats involve your mages getting the crit buff first so they can get rolling ignites going :) then the rest dps classes like rogues and warriors then hunters etc etc... The spikey balls spawn from the opposite side from where he is tanked. Opposite crate thing that is.
He has 600 000 hp less than illidan , hes dam though
"Loatheb" is an anagram for "Healbot" :)
For level 70s wanting to do this encounter:
I recommend having a T5+ gear warrior, it can make all the difference, especally in a raid with few healers. We did it with about 6-7 SSC/TK+ geared healers with a solid rotation just fine.
Just like at 60 max DPS is preferred. Your tank should be pumping out lots of threat so people can burn. Utilize the spores just as you do at level 60. Otherwise, this fight is pretty much a tank and spank and easily one shottable with the right amount of 70s (20+) and a good setup and heal rotation. No consumables at all should be needed except for bandages + health stone for the Inevitable Doom.
Could anyone give me his sound script commands? He's Awesome. Please? :(
EDIT: fixed spelling
is the fungal bloom buff. If you check it out, it applies a -100% threat modifier, meaning NOTHING you do causes any threat. Spells and abilities is just blizzard's slightly confusing tooltip. Auto-attack and auto shot technically count as abilities anyways. If its in your spell book somewhere it's an ability :)
Oh, and the two roll calculation is only a speculation in regards to certain rogue specials, namely sinister strike and backstab. White damage uses one attack roll.
This is apparently a very fun fight for Hot Streak mages in Wotlk :) Expect to see some flying numbers!
Wouldnt a trinketed Healing Stream Totem from a shammy be enough to keep the group up through Envitable Doom?
From the description above, seems to me 2,550 dmg every 40 seconds.
With my gear at lvl 70, Healing Stream heals for 150 every 2 sec -> 300 every 4 sec, 3k ->40sec
Any one done this encounter as a shammy pls shed some light.
The information above is from the old level 60 Loatheb.
At 80, inevitable doom does 4k damage, the timers remain the same.
Deathbloom has been replaced by a raid-wide dot with the same name, doing around 4k (~2.5k in 10-man) damage every 30 seconds.
Corrupted mind has been replaced with Necrotic Aura, a 17s debuff that reduces healing by 100% cast every 20s, meaning you have only 3 seconds out of every 20 to heal.
Spore buff is almost the same, they just spawn slower to compensate for the smaller raid size.
Melee damage to the tank is still low.
Necrotic aura effects all healing, including bandages, pots, drains and healthstones, although they are still useful to have, just make sure you use them outside the debuff. Damage shields (power word shield, shadow ward, shadow protection potions etc) are unaffected by necrotic aura and are therefore very powerful in this fight.
The fight is still a DPS race as healing can't be sustained long past the 5 minute "enrage".
About 3 minutes into the fight, I (main tank) had built about 600k threat. Then I started looking for Spores to stand next to as the dps killed it, at 600k noone is coming near you in threat. I didn;t have to move far, Spores spawn everywhere, some right behind me at times. The extra DPS the tank can provide is pretty big, at current gear levels (mix of 70 tier gear and 80 heroic purples) this stategy is almost ideal. If your tank is a feral druid, this is even more important seeing as he can put out larger numbers while tanking. It is technically safer to do with a prot warrior spec'd into Vigilance, as the extra threat siphoned is a significant boost to threat. Then again if your dps is just silly, ignore this and just burn him down.
Some points after taking this one down:
- Clever use of HoTs from a druid can add a few ticks of heal from a resto druid every healing "window"
- We used a group rotation for getting Spore buff that seemed to work very good, any information that can confirm or deny the 5-person limitation on who gets the spore buff would be very nice since it might ease the need for having a 5-group rotation.
- Power Word shield and the likes is doing wonders here, use it for what it's worth.
- Use Heroism early and you'll likely get another try later if your group is rather low on the dps side (through lvl 70 gear etc).
- If you have CoH priest, remember to have people not too spread out and not recieve heals.
From a resto druid's perspective, this is how healing was done:
I was assigned as the main tank healer. I have an unglyphed Healing Touch (7k-9k regular, 10k-14k crit). This allowed me to start casting HT when Necrotic aura ticks under 3 seconds remaining. That gave the main tank a HUGE burst of healing done. I also timed a single lifebloom (glyphed and talanted to 10 seconds), to burst when the aura went down. I'd have rejuvenation rolling constantly so that I could do an emergency swiftmend directly after Healing Touch. In an extreme case I could NSHT the tank, giving him two huge HT's, and still swiftmend if needed. That's about the most you'll be able to get in any healing window.
Once you get your heal rotation down if you're assigned to the main tank, then you'll be able to get a feel for throwing out lifebloom/rejuvenation combos onto raid members who are getting low on health. Mana regen should NOT be a problem here for any healer, so do what you can for the raid as a whole. Just keep in mind to be ready to top your tank off!
Save your tranquility for later on in the fight. That's when you'll need it. Continue healing your main tank as normal. Position yourself to hit members in your party, tank included! Get your regular heal off on the tank, and pop tranquility. Your party should get to mostly full health again, even if they were all fairly low, especially with your healer buddies helping out.
Edit: Also, be wary of CoH priests, chain heals from shamans, and Wild Growths of your resto druids. People should ideally be clumped up in order for these to be most effective in mana use per healed point.
For all you ret paladins out there, like myself, do NOT use Seal of Blood / Martyr during this fight, as there isnt enough healing to keep you, the tank, and the rest of the raid alive with the damage that it deals to yourself.
I get the feeling that this boss is extremely hard to wipe on (at least in the 10 man version). A fairly amusing story accompanies this hypothesis, last night on our first attempt, our DPS and healers started to drop off at around 30%, mostly all dying at 20%, leaving myself (protection warrior), a protection paladin and a holy paladin still alive. The boss at this point had a little over 1M health left, we assumed we were screwed, but being the stubborn types we are decided to keep going. In short, the holydin found the damage extremely easy to heal through (beacon on the protadin who was tanking, timing a holy light to go off on himself as the debuff wore off and throwing me a holy shock). Ok, so it wasn't the most effective method ever, but probably 8 minutes later, the 3 of us finally managed to slice off his last health point (amid massive amounts of laughter on ventrilo from those who died early) and collect the spoils. Good thing too, his trash is a pain!
Holy (CoH) priests, start casting PoH at 2 seconds before debuff ends then spam CoH. You can get around 4 heals in this way. All other casters can have heals precast to hit just as the debuff ends.
A ret paladin/blood DK trivializes this fight. Judgment of Light and/or Blood Aura can easily match the healing needed for the fight.
(healers nightmare, crit heaven)
This fight is timed on two major events. SPORE spawns and Necrotic Aura.
yellow spore will spawn approx every 30 seconds. Up to five people within 10yrds of the spore's death will gain Fungal Creep= 50% increase crit chance.
: 17 second debuff that reduces all healing by 100%! He casts this every 20
seconds leaving a THREE SECOND window to heal.
: Tanks Loatheb where he stands. Only need to move him IF a spore is going to be killed near him. Fungal Creep debuff makes your spells and abilities cause no threat. MTs do NOT want this debuff. Pally tank was great for this fight as Loatheb is undead.
:: It's best to designate two groups, usually MELEE and DPS to go after the Spores. First spore goes to the caster group and second group melee. Make sure YOUR group is near the spore when it dies to get Fungal Creep Debuff. It lasts 2mins which is usually enough to last you until your next spore cycle. Do not go after a SPORE within 5 seconds of the "3 second healing window"...wait until after.
: COH priest is king here. We had myself (resto shammy) on the MT casting chain heal. Most of my CH would hit melee. However, COH priest can hit both groups in the 3 second window easily. Key is to maximize aoe healing. Have someone always call 5 seconds before aura falls off so those heals are always qued!
If possible, healers need to DPS during the 17 seconds of Necrotic Aura (give or take 3 secs to pre-cast heals). It's pretty crucial to keep Fungal Creep debuff on you so get to those spores. CRIT HEALS make a huge diff. Pre-cast at 2 to 1 second before Necrotic Aura goes off and you can usually get in on more cast.
After two minutes of battle Loatheb will start to cast Inevitable Doom. All this means is that players will start to take inevitable increase dmg.
: Go all out. Healthstone or POT only during the 3 second window if need be. Don't bother trying to bandage.
" Uhm Mr... Youre having some bad fungus problem, you might wanna get that checked out"
An affliction-spec'd warlock with the 51-pointer Haunt will be able to save the raid healers some effort. Watch the debuff that prevents healing and when it ticks from 13 to 12 seconds remaining, start casting your Haunt. This will increase your DPS as Haunt always does, but it also means that the healing effect will return to you with 1500-2000 health during the three seconds when healing can take place. Raid healers will then not have to spend as much, or possibly any, of their mana on you.
This information is provided because in the 3.0.8 patch notes, Circle of Healing is having a 6-second cooldown added to it. As such, it will only be castable once per debuff.
When Necrotic Aura ticks to show 0 minutes 02 seconds remaining, cast Prayer of Healing. Remember: 0 minutes 00 seconds counts as 1 second, so it will, in fact, still have three seconds duration when it ticks to 0.02; thus, Prayer of Healing will go off at the precise moment, or very soon after, the debuff wears off, provided you didn't start casting it early. Once Prayer of Healing has gone off, cast Circle of Healing, and then cast Holy Nova.
The timeline is as follows:
: Debuff applied. 0.16 remaining (according to buff bar)
: 0.02 remaining. Start casting Prayer of Healing
: Debuff fades
: Prayer of Healing casts. Circle of Healing casts.
: GCD complete. Holy Nova.
: Debuff reapplied.
Obviously, if you have haste, the times will have to be adjusted slightly. Look at your own Prayer of Healing cast time, and use that as the judge of when to start casting your Prayer of Healing. An example of 10% haste is shown below, and it allows for human error concerning things like "Timing 0.3 seconds perfectly":
: Debuff applied. 0.16 remaining (According to buff bar)
: Start casting Prayer of Healing
: Debuff fades
: Prayer of Healing casts. Circle of Healing casts.
: GCD fades. Holy Nova casts.
: Holy Nova casts.
: Debuff reapplied.
Use this tactic responsibly
Err on the side of caution. If you think that it's too difficult to properly judge 0.1-0.5 seconds, then cast Prayer of Healing at 0.15 instead of 0.14. The only thing you would lose is the possibility of an "Extra" Holy Nova. It's better to lose that than it is to lose about 6k of healing from Circle and Prayer.
Obviously, if you have two healing priests, it would be very beneficial in this fight to have one in each group (in Naxx10. In Naxx25, just make sure that you don't have two holy priests in the same group. Maybe put your Shadow Priests in with the groups that don't have a holy priest, for the small stream of VE healing).
i LOVED this boss as a boomkin...spores+crit chicken=pure pwnage...he went down quite easy and dropped the staff and t7 token and i won both :D
this boss have 20kk hp but dont worry this is very easy
We just did this today for the first time. We're in blues/badge gear and actually 9 manned it since one of our fellas had to go
I was the Pally tank doing it. We did a rotation and made everyone get the buff, even myself so my heals had +50% crit chance. Paladin tanks have a talent that increases their healing crits by 30%. So basically I watched the aura tick down, cast Holy Light on myself when about 2s was left, and had it hit for around 13k. It freed up our two healers a lot to take care of the group. Spamming Sacred Shield on everyone def helped a lot as well; I only used Seal of Wisdom the whole time to keep the mana coming fast
So basically if you're a Pally tank you can cheese this a little. We did it so I only got the crit/no-threat buff after the first 2 spores to make sure A) I had a big threat lead already and B) Make sure everyone has the no threat buff so that me having the same buff didn't really matter. Our healers btw were a druid and shaman
This was surprisingly easy. Even with the amount of tools in my guild who can't read chat and let people actually get in range of the spore buff before killing it we oneshot him. Took us about 11 minutes but I don't think anyone even dropped below 50% and we were one down.
Loatheb was two-manned on Heroic (25-man) by a Paladin (Pai) and a Warrior (Smiley) on a german server on Dec 6 2008.
For Resto druids:
Try and time your lifebloom so that it blooms when the healing gap appears. (usually when theres 8-9 seconds left to the debuff)
edit: proper term.
A good thing to think about if (as a warrior tank) you get the spore debuff, is to cast Vigilance on a DPS without the spore debuff, so you'll atleast gain a little threat. Of course you aren't supposed to get the debuff at all while tanking, but sometimes it happens, and it's good to have something in your back pocket for those situations.
You, too, can be made of win on this fight!
is absolutely fantastic during this fight. Since 85% of the time you cannot heal damage, make sure to keep this spell up on all raid members to prevent as much damage as possible. It's a pretty mana-intensive spell to cast on so many people, so get in and melee with
Seal of Wisdom
up so you regen mana between casts, and judge
a few seconds before the aura wears off so that during those three seconds the aura is down, attackers get some heals.
Of course, use
Beacon of Light
and time a
so someone and the beacon get hit with it during the window, followed by
, and if you crit, an instant
Flash of Light
. These can all be done during the window. If you're
for Holy Light, others near your target will also get a bit of spillover healing from your big heal.
My guild one-shot this boss easily this week even with some under-geareds and first-timers along without having to use a lot of consumables, and no one died.
Loatheb 10 & 25.
One way to squeeze in an extra heal is to begin casting a big heal while there are still 2-3 seconds left on the debuff. Ideally, this will allow you to pop off another fast heal before the debuff is reapplied. Damage is very predictable this fight, so you can easily figure out who needs healing the most before the aura falls off.
For example, as a resto shaman:
6s left on Aura: Cast Riptide on primary target.
1-2s left on Aura: Precast Chain Heal
Aura off: Hasted Healing Wave
Aura off: Riptide
If you move around the letters...
Loatheb=Healbot,, Blizz joke if you consider his abilities :)
Btw, i'm sure someone else has thought of this before me.
Any ideas if pets and minions count to the spore 5-person total?
I'm melee and we had 3 other melee classes + the tank (5 total) when spores were being broken on the boss (and yes, the tank had sufficient a threat lead that the threat debuff didn't matter :P). I missed the debuff 3 times on one fight despite being on top of the spore when it broke. We also had a hunter's pet and a DK's minion.
Does the self-healing from Druidic Feral talent
Improved Leader of the Pack
follow the same healing window that direct heals do? Or should we expect to see the DPS self-healing off of the crits they are producing the entire fight?
Tip for DKs on this fight: Icebound fortitude will half (or otherwise cut at least )the damage from the Inevitable doom. Anti-Magic Shell not only cuts the damage down but gives you a nice supply of Runic Power too!
Use them every CD when you've got an Inevitable Doom ticking down to make the healers lives easier!
As a tank, I take the fungal creep anyway the moment everybody else in the raid has it. They will be generating no threat, so what does it matter that I'm generating none either? It's extra damage on the boss (as a tank's damage is now very considerable) so extra speed in downing him, less pressure on the healers (easy as the fight may be) and tbh more fun.
Tanks, remember as threat's not an option you have time to pay more attention to tanking defensively. Focus 100% on timing your cooldowns.
just a fast ?...not sure if anyone has checked to see if lifebloom(herb) works durning this fight for extra healing
Did you notice how little the tank has to do in this fight? Why not give him a job. Let the whole raid stand at the middle of the room. Now the tanks moves the boss around so that melee dps can hit him from behind. When a spore spawns the tnaks moves the boss so that the spore has to go through the raid before it gets to the tank.
The spore moves to a random player. So either it has to move directly into the camp or to the tank. If the tank positions himself that the spore has to go through the camp before it reaches him the camp can simply kill the spore when its in the middle of the raid. Naturally the tank also need to keep the boss near the raid and facing away from it so melee dps can hit the boss from the back.
Healers be sure to put on your haste gear for this fight. Even if it means losing some spell power, haste really makes you more effective. I was constantly missing my 3rd heal by a split second, and after I threw on my haste gear I was easily getting that third heal in. After wiping three times I finally put on haste gear, and we killed him.
This boss is Very very simple. he uses a negative Aura trough the fight tho. This aura will block all healing for a amount of time, simply just make sure you heal tanks nice when the aura fades, and the dpses which can heal should heal themselves, he summs spore adds sometimes, but they dont pose a big threat to the Grp, he got quite some Hp, so he takes time to take down, but if ur Dps is good, he will down after a while, a ncie tank and spank fight
The guild that I'm in came upon a nice little strategy that makes this boss even easier. We have 2 tanks in the group a pally and a warrior. Warrior starts the fight and basically tanks him where he stands. When the warrior drops to about 70% he calls a taunt and the pally taunts him off. Then when the pally is at 70% it reverses. This continues back and forth until the boss drops. This makes it MUCH easier for healers to top off both tanks when the debuff drops and still get some heals on the groups. After trying this boss SEVERAL times, we tried this tactic and he dropped easy. Obviously, dps was killing off the spores and doing the other stuff in this fight that DPS normally does.
The strategy I generally use during this fight is having the OT coordinate.
We had too many problems with DPS killing the spores as soon as they got to them so they could run back to pew pew that many people were not receiving the buff, so we set a strategy:
Nobody is allowed to hit the spores except for the OT. The OT just runs around the room, calling out spore locations. When a spore is called, if someone wants the buff they run and stand next to the spore, but does NOT hit it. When the OT sees enough people next to it, he'll kill it himself. This way the buff gets to as many people as possible.
It's worked for us in every raid we've done for over a month.
Loatheb's spores are immune to Death Knights'
How much DPS in Total is needed for this fight to win the race?
During a guild run we lost 15 men and began to 10 man him. Apparently he has a massive enrage at 12 minutes and 30 seconds that will wipe the raid instantly. Did not see it on the Abilities but he does have an enrage.
First defeated by Deus Vox of Laughing Skull on the 17th of July, 2006.
Im not sure if its posted here in the comments but DBM and his spell tooltip on wowhead dont say it. He has a 12 minute enrage timer. found it out the hard way tonight when 2 of our dps dced.
+500% dmg and w/e attack speed
easy fight on 10 man.
as a holy priest i time PoH, if it crits a cast a free instant flash om the tank, CoH, another free instant flash ?, PoM and HN if theres time left, but rarely need more healing...
i shield some ppl, but am not sure if it really works... i do it just in case..
HN is only usable if some dps got hit, but mostly it gives a 100% overheal. i cast it cos i have no other spell left and maybe some dps got +100HP out of it :)
As I'm pretty sure some of you remember, there once was a guild (back @ Naxxramas 40) which killed Loatheb in 40 seconds or so, with like 32 firemages... these were the last hours of rolling ignite :-(
Anyway, I'm looking for their website, or the pics they had taken of the timer & lineup.
Anyone knows an URL ?
Loatheb is soloable as 85 MM hunter (as are the two previous bosses).
Managing the healing debuff so you get one (some times two) heal pet ticks each time is close to mandatory.
~11k dps is also needed to beat the enrage timer
edit: after futher testing you need a bit over 9k ( 9250 was just enought, 9050 got me owned by the enrage at 2%)
Duo'd 85 Heroic-Geared Prot Pally and Frost Mage. Easy fight, probably easier with a tank class that can actually DPS.
I soloed today with my dk tank, easy because he or spore trash give +50% crit buff :D My dps: 11k.
Just tank and spank, nothing special.
And to make this even easier, Blood Shield stacks even when you can't heal.
I'm just sayin'.
As stated, 12 minute berserk timer. Me, on my really undergeared prot warrior and a holy paladin friend in PvP gear busy with other online stuff (So only going back to WoW every 15 or so seconds to shoot a heal), got him to about 10% when he berserked at 12 minutes.
Solo'd him as a Prot paladin with dps gear, almost all ilvl 359. SoT, Resistance Aura, drum of Kings, food, resist pot.
It was super easy. The amount of healing required is minimal, so just do the occasional 3HP WoG when the aura isn't up. Use your defensive cooldowns liberally when they are off cooldown, there's almost no burst damage from him. My dps was 12k thanks to the +crit buff, so I killed him in just a hair over 9 minutes.
Solo'd this on my shadow priest.
The boss hits are a joke. Make sure to put Power Word: Shield up all the time and heal yourself when the aura is down. Use mana wisely.
How to solo as a Paladin:
I hope it helps :)
wonder if he is soloable in 25man as a dk? if anyone knows please pass some information on it here
he is soloable on 25man as a blood dk in a mixture of dps and tank gear, he doesn't hit too hard just like in 10man its just a long fight to burn that much health as for other classes if he is soloable i honestly do not know at this time as for the gear i was in it was as i said a mixture of tank and dps gear 2 p tier 12 tank(hands, legs) and dps(helm,shoulders) gear was using the bone link fetish and eye of unmaking to try and speed it up
Hunter solo may 2011. Showed the trick to make up for lack of heals. Tank on one wall. Run far away from boss, dismiss pet and re-summon Quik! so as your dismiss is casting get your mouse over summon the pet so u have no down time. Pet has low health for a second like 6.5k so it sometimes gets one shoted lol. kill the spores within 10yards for crit buff keep heals up on pet save chimera shot for 3 sec heal time. Good luck.
is it possible to solo as a lvl 85 druid, maybe as bear form anyways...?
solo by sp
Easily soloed as blood dk in full dps gear, 336 item level, who cares about the no healing debuff, you don't even take damage with blood shield, lol.
I guess it should also be doable as frost with a higher item level (now I got 388, should be more than enough), so bloodworms don't fail the spore loser achievement with their explosion, but in that case you need to time your DS to heal, as you don't have absorbs.
I tried him in 25 as blood at 386 item level, I think, but he enraged at 1,6 millions, 12 mins enrage.
He doesn't hit that hard when enraged, but due to the no healing for 17\20 sec you don't have enough healing + absorb to last that more minute to kill him, with a gurthalak raid finder I could sure do it (378 weapon atm).
Also easily doable at 25 2-man, arms warrior and holy paladin, with just a couple of heals every 20 sec; his damage is so low (2-3k in full dps gear, lol) that is enough to survive the 10 mins and kill him; we also tried the achievement, but without the critical buff we didn't have enough dps to kill him in 12 mins before the enrage (20 millions hp at 25); again, his enraged hits could be healed for a while in normal circumstances, but given the fact you can only heal for 3 sec every 20, you die before the 3 sec come.
Edit: managed to solo him at 25 now, nothing special, just dps race, 389 dps gear, not even worth a screenshot, takes 11 mins and 30 vs 12 mins enrage, and now at 392 item level it takes less than 11 mins unbuffed.
one of the easy ones in here to solo, nothing special but if you are trying for acheiv is kind of a !@#$%, i didn't use army or my zombie, didn't use any multitarget move including heart strike and still ended up killing one
A fun, fairly easy solo!
Hunter Solo Guide/Advice
( A link to a video of me soloing this on my hunter:
I pondered as to whether or not this would be soloable due to the obvious healing debuff but if you cast mend pet JUST as the debuff is about to fall off(approx 1 second before it falls off) you can get 2 ticks of mend pet in before the debuff goes back up. There's also the raid wide aura which damages you, this is outhealed by spirit bond in healing debuff downtime.
Be sure to kill the spores when you're stood next to them (unlike I did) to speed up your kill or don't kill them at all for the achievement!
As always, a tenacity pet specced into all the tanky talents + glyph of misdirection and mend pet are a must!
A tip for the trash before Loatheb, dismiss your pet and go into camoflague then weave in and out of the eye stalks + slimes. Though, if you do fail and pull something just disengage/deterrence and get as close to Loatheb's room as you can and then feign death/shadowmeld to reset it all. I've never attempted to kill said trash due to it not dropping any loot but I assume it's going to be hard but also needless when it's avoidable.
Good luck and Happy soloing!
Very easy to solo for the pet as a mage (or any caster in general). This is the easiest of the 3 bosses in the instance to reach for it.
Trash before Noth: Trivial. Gargoyles can see through invisibility so you're better off just killing whatever aggros. I invised past the first pack.
Noth: Also trivial. Did as fire, killed him in about 30 seconds.
Trash between Noth and Heigan: Trivial. Just spam arcane explosion and keep ice barrier up.
Heigan: Fairly easy. Did this as Frost as the 300% cast speed reduction debuff makes fire awful to play, frost has a lot more instants. Rune of power is better than invocation here. Note the debuff does affect your pet as frost so it will do very little damage.
Trash gauntlet between Heigan and Lothaeb: Trivial. Invis past it all. Dismiss your pet beforehand as it will inevitably aggro things.
Lothaeb: Easy. Did this as fire, the obvious choice with a buff that gives you 50% increased crit chance. Spam pyroblast, loot boss.
Good luck on your pet hunting!
Easy solo for 25-man as ilvl509 Assassination Rogue.
Don't bother with Recup or Cloak of Shadows... Basically can't heal the entire fight. I lost about 200K health.
The item "Girdle of Unity" is not even in the Dungeon / Raids drops list for Naxxramas. Checked both 10 and 25 man. Blizzard, please put this back in?
这个 NPC 能在这些地区找到：
Battle Pets and Where to Find Them [Archive]
Glory of the Raider (10 & 25 man) – the Complete Achiever’s Guide
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