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| Kel'Thuzad Strat 1 |
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Page 1 of 3 ![]() 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 abilitiesPhase oneKel'Thuzad is invulnerable, and you need kill adds which come from the seven alcoves, including the entrance.
Phase twoPhase 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.
Phase threeAt 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.
10-man strategyThe 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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