WoW Classic: Naxxrama’s Construct Quarter

World of Warcraft veterans may still remember Naxxramas as the final raid of the vanilla version of the game. At the time an extremely difficult raid that hardly any players could complete while it was still relevant, Blizzard’s developers decided to bring a remake in Wrath of the Lich King and make it significantly more accessible than the original version. The classic 40-player version of Naxxramas is no longer available in Wrath of the Lich King Classic, as it will be permanently closed with the release of the expansion.

Introduction

Players can in Naxxramas Tier 7 equipment will receive, with the 25-player version containing the “Brave” version of the Tier 7 sets such as the Brave Scourge Heir (Death Knight) battle armor with item level 213, and the 10-player version containing the weaker “Heroic” version such as the Heroic Scourge Heir (Death Knight) battle armor with item level 200.

The raid includes 15 bosses and culminates in a battle against Arthas’ right-hand man, the Archlich Kel’Thuzad himself! Unlike other raids you’re familiar with, Naxxramas is a nonlinear raid that consists of 4 wings which players can tackle in any order, with a final wing becoming available only after the 4 wings have been completed.

For the 25 player version should the raid from 3 tanks (2 with DPS offspec for most fights), 6-7 healers and 14-16 DPS (damage classes). Rare or epic pieces from craftsmen and heroic Northrend dungeons, respectively, are recommended as starter gear.

Unlike the level 60 Ur version. no Reconciliation process Required to enter the raid. The only thing needed is a flying mount or alternatively a warlock ready to haul your lazy butt to the entrance of the flying necropolis! The easiest way to enter Naxxramasis to take an air cab to the Dragon’s Waste to take – namely the Solid Winter Guard for the alliance or Gallgrimm for the Horde. From there you only have to fly a short distance to the east, where the flying necropolis hovers nearby.

Naxxramas – Construct Quarter

The Construct Quarter (formerly: Monstrosity Wing) is, after the Spider Wing and Plague Wing, the part in Naxxramas that most players tackle. Unlike the two quarters before it, this one includes 4 bosses, all of which differ greatly in difficulty.

Patchwork

Behold, Patchwork. When they heard about his existence in the Brotherhood of Light, nobody believed in the stories of a monstrosity with a tremendous strength and speed. Even less did they believe in it when he fell for the first time…. — Commander Eligor Morgenbringer

Capabilities

Hate push

Patchwork uses this attack every second. The target is always the player within melee range at the time. has the highest health count and is among the first 3 in the aggro list. This ability is not Cast on the main tank as long as other players are within his melee range. On a tank with partial Naxx plate gear, the blow hits for ~23,000 damage. This ability adds additional threat to the first 3 people on his aggro list.

Frenzy
At 5% of his life points, patchwork goes into Frenzy. In this state, Patchwork strikes 40% faster and 25% harder.

Berserker
According to 5 minutes goes patchwork into a Berserker-Mode. In this mode, his attack speed increases by 150% and his punches inflict 500% more damage.

Combat Preparation

  • The patchwork boss fight is purely a Equipment Check! Since the boss is within 5 minutes ~13 million health to lose, all damage, healing, and survival enhancements should be used, especially in the beginning. From elixirs, vials, mana potions to buff food, everyone in the raid should pull out all the stops to kill this boss as quickly as possible.
  • Also, everyone should enchant their equipment as best as possible as well as sock it!

Battle sequence

  • The fight takes place on the left platform. The tank pulls patchwork via a ranged attack. Melee classes should keep their distance at first until the tank and the 2 intercept tanks (see Hateful Strike above) occupy the first 3 places in the boss aggro list.
  • The only damage that goes in here is on the 3 tanks. Therefore, this one is also very extreme. As long as the mana supplies allow it, the biggest possible healing spells should be used. In the next 5 minutes the greatest possible damage must now be done on patchwork.
  • Once the 5% health mark is slowly reached, additional tank survival options should be used, such as shield wall and Last Stand for warriors or Divine protection For paladins. Also, saint paladins can use the talent Divine Favor in the protection tree, but this is not absolutely necessary.

Grobbulus

Grobbulus the first of an army of meat giants. It carried the plague slime in the body, injecting the living fluid into the bodies of enemies. The recipient of this nefarious injection would normally run toward his friends and take them with him to their deaths. — Commander Eligor Morningbringer

Capabilities

Mutagenic injection

Infects a random player with a disease every 20 seconds. After 10 seconds, the debuff runs out and the affected player leaves a poison cloud in their area. When the debuff expires or is removed, the player suffers 8,000 – 9,000 Nature damage.

Poison Cloud

Grobbulus leaves a poison cloud approximately every 15 seconds, which continues to spread over time. Anyone in the cloud area takes 4,250 damage per second.

Slime Spray
Grobbulus sprays slime on all players in front of him, dealing an additional 12,000 – 13,000 damage. All affected players additionally summon an irradiated Scalding Hammer. The Brew Slime has an aura that affects a 10 meter radius for 2,000 damage every 2 seconds.

Combat Sequence

  • The battle is very linear – it consists of only one phase. Grobbulus is killed in the lower area where he wanders, constantly dragging him in circles.
  • To make this easier, the tank can use the built-in grid on the bottom. It is important for the tank to never let the boss look into the raid, because otherwise he will make a Scalding Hammer summons, which usually leads directly to a wipe.
  • Another tank should always be ready to fuel the summoned brewskies so they don’t wander haphazardly through the raid. The healer/ranger camp is located in the middle of the room to shorten walking distances.

Gluth

From Gluth, the corrupted plague dog of Naxxramas, is said to be so insatiable that even the living could not satisfy his hunger. So it is said that Feugen feeds him daily with an army of zombies, to consume the remains of those who were too weak to fight. — Commander Eligor Morgenbringer

Capabilities

Deadly wound
A blow that deals 150% damage and leaves a debuff that reduces healing received by 10%. This ability only affects Gluth on the tank. Can be stacked up to 10 times.

Rage
Increases melee speed by 100% for 8 seconds. This buff from Gluth should be used by hunters through a Lulling Shot or from the rogue with a anesthetic poison can be removed.

Frightening roar
Used regularly. All units within a 20-meter radius around it will be struck for 5 seconds with Fear occupied.

Zombie Feed
Approximately every 10 seconds, 2 zombies are summoned in the back of the room. If a zombie comes near Gluth, he eats the zombie and restores 5% of his maximum health.

Decimate
All units, friendly or enemy, are reduced to 5% of their total health. This effect affects players in the raid as well as the zombies. Causes the zombies to lose all aggro and pull them towards you.

Berserker
According to 6 minutes, or after the 4th decimate, Gluth is turned into a Berserker-Mode. In this state, his damage increases by 1,000%.

Combat sequence

  • After the entire raid has reached the end of the pipe (Attention: There is a hole on the left side, keep to the far right when running!), the tank jumps down and pulls Gluth to the opposite end of the room.
  • An essential part of this boss fight is to keep the regular spawning zombies from reaching Gluth. However, you can’t tank them in the normal way, as they cast a debuff on the enemy every time they hit, increasing the damage received by 100 (Infected Wound). This debuff can stack up to 99 times.
  • For this reason, the zombies must be kited (dragged across the room) with various attacks that slow down the movement speed. Possible classes for this are mages with Frost attacks, Shamans with Frost Shock and warrior with Piercing howl.
  • Gluth himself is allocated 2 tanks. As soon as the Deadly wound stacks too high on the first tank or becomes almost incurable, the 2nd tank scoffs and continues as usual. Gluth’s attacks are rather moderate at 6,000 per hit.
  • Every 90 seconds Gluth casts Decimate and sets the health of every unit in the room to 5%. From here on, the zombies must be killed quickly with area spells before they can reach Gluth and heal him.
  • Once Gluth has cast his 4th decimate, he falls into the Berserk-Mode and its damage becomes so high that a tank will not survive for long.

Thaddius

Thaddius, assembled from the flesh of women and children, it is said that their souls are fused together – eternally in this corrupted prison of flesh. — Commander Eligor Morgenbringer

– Thaddius

Chain lightning strike
Thaddius casts one every 15 seconds Chain Lightning Bolt, which hits up to 5 players for 7,000 – 8,000 Nature damage.

Ball Lightning Strike
If no player is on his platform, he casts the Ball Lightning Strike on the leader in the aggro list for 17,500 – 22,500 Nature damage.

Polarity Change

  • Every 30 seconds Thaddius performs a Polarity change on the raid. This spell randomly gives each player a positive or negative charge.
  • If 2 players of opposite polarity (+/-) are too close to each other, each player deals 3,500 damage per second to the other.
  • If 2 or more people of the same polarity are close to each other, both get a 10%gen damage bonus.
  • These effects can stack.

Skills – Feugen

War Pounding
Inflicts 1,500 damage to anyone in its immediate vicinity, but leaves behind no Stunning effect. Is cast regularly.

Magnetic attraction
Cast on the tank every 20 seconds, throwing him to Stalagg’s side opposite. The aggro lists are swapped at this time.

AoE Mana Burn
Burns the mana of any nearby healers or ranged classes.

Static Field
Deals 3,500 damage every 3 seconds to anyone within a 60-meter radius.

Skills – Stalagg

War Pounding
Inflicts 1,500 damage to anyone in its immediate vicinity, but leaves behind. no Stunning effect. Is cast regularly.

Magnetic attraction
Cast on the tank every 20 seconds, throwing it to Feugen’s side opposite. The aggro lists are swapped at this time.

Energy Boost
Increases attack speed by 200% for 10 seconds.

Combat sequence

Phase 1

  • The battle begins with the two opponents Feugen and Stalagg.
  • Because of the Mana fire mana classes are distributed mainly on Stalagg’s side. Melee classes are distributed on Feugen’s side.
  • Each side should be assigned 1 tank each and the healers should be split.
  • Both Adds must not leave their platforms, otherwise the Coils become active behind them and hurl chain lightning into the raid, usually resulting in a wipe.
  • Another important factor in Phase 1 is the simultaneous demise of Stalagg and Feugen. Both must die within a small time window of about 10 seconds die. If one side is expected to kill their add too quickly, they should make a damage stop at around 20% to allow the other side to catch up.

Once both are dead, phase 1 ends.

Phase 2

After the demise of Stalagg and Feugen, the coils above their platforms become active and awaken Thaddius to life.

  • In the meantime, each player should arrive at Thaddiu’s platform with a spirited jump. Whoever doesn’t make it, swims in the green slime back to the entrance and from there to one of the two add platforms. There he waits for the time being.
  • Shortly after his awakening, Thaddius randomly polarizes each player with a positive or negative charge. A time window of ~20 seconds elapses between the death of the adds from phase 1 and the first polarization.
  • You now take advantage of this polarization to get a huge damage bonus to work Thaddius’ ~27 million hit points. It is important to keep a clear arrangement before the boss on which side which polarity will be represented. Usually, left is assigned to the positive charge and right to the negative charge.
  • Every 30 seconds, Thaddius will now make his Polarity change Perform where a player’s charge can change but also stay the same. If a switch occurs, he must run to the other side without hesitation to avoid putting the raid in danger.
  • If a player fails to jump to Thaddius’ platforum, he will not receive any polarization. If this is the case, the player is allowed to in no case move to the raid, since a non-existent polarity is like an opposite one.
  • In addition to the polarity change, every 15 seconds, he casts a Chain Lightning Bolt, which jumps to another 4 players.

After 6 minutes Battle time Thaddius gets into a Berserker-state and its total damage increases by 1,000%. Should this happen, each player will die within a very short time.


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