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Kel'Thuzad Strat 1 PDF Print E-mail
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Kel'Thuzad Strat 1
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Kel'Thuzad, once a sorcerer of the Kirin Tor of Dalaran, is the chief lieutenant of the powerful Lich King. He rules over the Dragonblight from his citadel of Naxxramas. He is the final boss of the re-tuned raid dungeon Naxxramas in Wrath of the Lich King.

 

10-man abilities

Phase one

Kel'Thuzad is invulnerable, and you need kill adds which come from the seven alcoves, including the entrance.

  • Soldier of the Frozen Wastes - Casts Dark Blast when it touches an enemy unit causing 3063 to 3937 Shadow damage to the raid and will kill the Soldier itself. Dark Blast is not partially resistible. Surprisingly, these are able to be shackled. Slow move speed. 1,600 hit points. 71 will attack through phase one, though more may be pulled accidentally.
  • Unstoppable Abomination - Periodically applies Mortal Wound, a stacking "-10% healing received" debuff to its target. It will randomly choose one melee range target, so multiple tanks work best for this mob. They spawn progressively faster as phase 2 approaches, they must be killed as fast as possible to avoid having multiple abominations up when Kel'Thuzad becomes active. ~75,000 hit points. Normal run speed. Eight will attack through phase one, though more may be pulled accidentally or intentionally for achievements. Hits for ~4,000 on plate, mortal wounds for 6,000.
  • Soul Weaver - Wail of Souls Inflicts 6375–8625 Shadow damage and does a 30-yard knock-back that hits 3 players. It will only do this attack when it is near its primary aggro target. ~55,000 hit points. Slow movement speed. Eight will attack through phase one, though more may be pulled.

Phase two

Phase two begins 3 minutes and 48 seconds after you engage Kel'Thuzad. He becomes active, and has approximately 5,660,000 hit points. He is tauntable.

  • Frost Bolt single is a 2-second cast. Inflicts 10063–12937 Frost damage to primary aggro target and reduces its movement speed for 4 sec. This spell is not reflectable via Warrior Spell Reflection.
  • Frost Bolt multiple inflicts 4500–5500 Frost damage and reduces the targets' movement speed for 4 sec. Hits everyone in the room and cannot be interrupted - it is instant cast. Used every 20-30 secs. Fully resistible.
  • Mana Detonation is a debuff randomly applied to a mana-using player. The player will explode after 5 seconds, dealing Arcane damage based on maximum mana to all players within 10 yards (not to himself). Mana-based melee will only deal ~10,000 damage, while holy Paladins and Priests can cause ~25,000 damage or more. It will also drain ~2,000 mana from the affected player. This spell has a 30-second cooldown.
  • Shadow Fissure summons a very noticeable red fissure around the targeted player which does 62500–137500 Shadow damage after 5 seconds as Void Blast. Easily avoidable by running out of the fissure.
  • Frost Blast places an Ice-Block effect on the targeted player, and all players within 10 yards, rendering them unable to perform any action. This effect will continue to chain to anyone within 10 yards of anyone affected as with C'thun's Eye Beam. It will deal 104% of their maximum HP in damage over 4 seconds. If those affected are not healed within 4 seconds they will die. Unlike 25-man this ability cannot target the main tank. Instant casts, such as the priest's Prayer of Mending or even Power Word: Shield may be more successful than fast heals such as the Priest's Flash Heal, the Paladin's Flash of Light, the Druid's Regrowth, or the Shaman's Lesser Healing Wave, depending on the server lag and individual healer's latency. Party heals, such as Circle of Healing or Chain Heal may be more successful, as long as they proc on the player within the Ice Block. For people having trouble keeping melee alive, try to group two melee together and have each group stay 10 yds away from the tank. This way only two melee will be affected at the same time, and it's much easier (and more healer friendly) to keep them alive, instead of healing through three Frost Blasts. This spell has a 45-second cooldown.

Phase three

At 45% health, Phase Three will begin as Kel'Thuzad calls for aid and the Lich King sends two Nerubian Crypt Lords known as the Guardians of Icecrown to attack the raid.

  • Guardian of Icecrown - These have as much HP as Kel'Thuzad (combined) with the ability Blood Tap, which is a self buff that does +15% all damage, + 10% size, and can stack up to 99 times. The Guardians will flee when Kel'Thuzad dies. Immune to CC. The Guardians stack Blood Tap every ~15 seconds and it hits their aggro target for ~3,000. They hit for ~2,000 on plate to start but this increases rapidly over time.

 

10-man strategy

The 10-man version of Kel'Thuzad is significantly easier than the 25-man and should be manageable if your group can kill Sapphiron. Since the Guardians do not hit very hard on 10-man and Kel'Thuzad cannot target the main tank with Frost Blast, the main tank can pick up both Guardians and tank them along with Kel'Thuzad, eliminating the possibility of the offtank being Frost Blasted while tanking Guardians, which can often result in death.

(Pre-Patch) Kel'Thuzad's abilities in a 10-man consist of single-target Frost Bolts (which can be interrupted), raid-wide Frost Bolts (which must be healed through; the slowing effect can be dispelled), Mana Detonation (positional), and Shadow Fissure (instant death if in the area of effect after 5 seconds).

Healers must keep the raid topped off, and heal the Frost-Bolted target immediately.

Optimally, designate one healer for the tank, healer(s) to watch for Frost Blast, and AoE/chain heals for the raid-wide Frost Bolts. The healer assigned to heal the multiple Frost Bolt should stand near the center of the raid to have access to the entire raid. Healers should also be ready to heal each other in case of Frost Blasts, and to fill in for each other as needed. Once the adds are picked up, this encounter is effectively a DPS race, because the guardians get bigger and bigger, and hit harder, until eventually your tank will die or your healers run out of mana.

While not as big a problem as on 25-man, restrict your melee DPS to three, including the tank. This allows them to form a triangle around Kel'Thuzad, which prevents frost bolts chaining onto the tank. The tank may have difficulty seeing the fissures once the Guardians grow to a certain size. To deal with this, use a mod that warns when they spawn, then move every time they form. This will not be an issue if your group has enough DPS to kill Kel'Thuzad before the Guardians get too big.

Kel'Thuzad's can chain cast his single-target Frost Bolt on a tank for 10-12k each. Any form of melee interruption is greatly helpful here, including a Shield Slam, Rogue Kick, or Death Knight Mind Freeze/Strangulate.

Kel'Thuzad has a 19-minute enrage timer (from the beginning of the fight), at which point his Frost Bolts begin hitting for approximately 30k and he hits for 20k melee on plate.



 

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