WoW Classic: Naxxramas Frostwyrm Cave

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 non-linear raid that consists of 4 wings which players can tackle in any order, with a final wing only becoming available once 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 – Frostwyrm Cave

At last you stand in the inner sanctum of Naxxramas: the Frostwyrm Cave. Here guards Saphiron, a former member of the blue dragonflight, the passage to his master and lord of the “Citadel of Terror” Naxxramas: Kel’Thuzad!

Saphiron

<strong>WoW WotLK Classic:</strong> Naxxramas Frostwyrm Cave - Saphiron

WoW WotLK Classic: Naxxramas Frostwyrm Cave – Saphiron

Source: Buffed

Once a noble blue dragon in the midst of the mountains of Northrend, was Saphiron slain by Arthas during his campaign in the frozen north. Resurrected to serve him, Saphiron forever guards Kel’Thuzad’s lair, awaiting those who would dare to trespass. — Commander Eligor Morningbringer

Loot

Capabilities

Even though Saphiron is a frost wyrm, he is resistant to spell attacks from the frost school. not immune!

Frostaura
If Saphiron was pulled, each player receives a non-removable debuff, which deals 1,600 frost damage per second to everyone. This damage can and should be reduced initially with frost resistance armor, as it makes healing the raid much easier. If Saphiron becomes enraged (Enrage) after 15 minutes, this damage increases to an incurable 9,600 damage per second. So at this point, Saphiron should be dead.

Life Drain
Saphiron casts a Curse On 5 random players in the raid, draining 3,000 to 4,000 life every 3 seconds for 12 seconds. In the process, it heals itself by twice that amount. Heildruids and also mages should remove this curse immediately.

Summon Blizzard
During phase 1, Saphiron will regularly Blizzards Summon that deals 5,000 – 6,000 frost damage every 2 seconds to every player standing in it. At the same time, it slows down the walking speed by 65%. Over time, the Blizzard moves around the room. It is essential that each player immediately runs out of the Blizzard or keeps a good distance from it to keep the raid damage as low as possible. In phase 1 there will always be 2 Blizzards that move independently of each other.

Icebolt
When Saphiron takes off, it casts a Icebolt, which freezes them into a block of ice. The Ice Bolt deals 2,500 to 3,500 damage to the player and anyone within a 10 meter radius of them. During this time, the affected players are immune to all damage, but also cannot become targets of heals or other buffs. They also cannot use any abilities. Mages should definitely not use their ice block to get free here.

Frostatem
Once Saphiron has selected 3 targets for his ice blitz, he begins to deep breath to cover the entire room with frost at the end of the 7-second spell and inflict 100,000 – 200,000 frost damage to each player.

Columns
Hits an allied player in front for normal damage +50 and jumps to nearby players. Can hit up to 10 players. This strike of Sapphire hits plate carriers with shields for ~15,000 damage and lower armor classes for much more.

Tail Sweeper
At regular intervals, Saphiron deals 2,200 to 2,800 damage to any player standing behind him, throwing him relatively far away.

Enrage (Enrage)
After 15 minutes of battle Saphiron furious. In this state, all damage increases immensely. The damage to the tank is then so high that it can no longer be healed, and the Frost Aura ticks for a full 9,600 Frost damage instead of 1,600.

Battle Sequence

Phase 1

  • If Saphiron has not yet been pulled, at first you will only get one Pile of bonesrotating around a central point. Don’t let this fool you. As soon as you get too close to the pile of bones, Saphiron will assemble from it in no time and kill you.
  • Especially for raids that want to be on the safe side, it is advisable to learn from tailors, leatherworkers or blacksmiths. Armor pieces with frost resistance to be manufactured. There are 3 manufacturable parts in total: Chest, Belt and Boots.
  • The pull is done, as always, by your best-equipped tank, as the damage on him is relatively high at 12,000 on normal hits and 15,000 through cleaves. This pulls Saphiron straight up to the far end of the platform.
  • For healing, 2-3 healers are recommended, focusing only on the tank. Especially Paladins stand out here, as they are the best tank healers in WotLK Classic. However, the other healing classes can also be used here.
  • For melee classes, it is important that they are neither at the head of the wyrm, and thus the Columns deviate, nor at the tail, because there they regularly fall victim to the Tail sweep become and thus cannot get to the boss.
  • Ranged classes and healers spread out on one half of the room; this can be the right or left side, depending on your preference. Spreading them all over the room is less advisable (see Phase 2). Also, the ranged classes should not stand together so that the blizzard hits as few players as possible.
  • As much damage as possible should come in phase 1, since you can only do limited damage to Saphiron in phase 2.
  • The Life Deprivation Curses should be removed by heildruids and mages as soon as possible. For this reason, players of these classes should coordinate before combat so that they are well spread out and can thus all escape.

Phase 2

  • When 45 seconds of fighting time are over, Saphiron rises into the air. After a short time he becomes 2-3 of his Ice lightning Use. Since this spell does up to 3,500 damage to all nearby targets, the raid must spread out widely but still within reach of others.
  • Once he has frozen his targets into blocks of ice, he takes a deep breath (also visible in the chat by an announcement) and uses it to launch his ultimate attack, which kills anyone hit by it. In order to survive this powerful attack, each player must immediately (!) after the 2-3 ice blocks hide behind them, because they are the only places in the room where you are safe from the frostatem.

Shortly after, Saphiron sets down again and phase 1 begins again.

Phase 3

  • When Saphiron reaches 10% of his health, he no longer takes off. From this point on, Saphiron will stay on the ground until he is killed.
  • Once Kel’Thuzad’s guardian is defeated, a small interlude begins where you can listen to a conversation between Kel’Thuzad and the Lich King. However, Kel’Thuzad notices your raid and the Lich King orders him to destroy you.

Find out how to turn the tables below!

Kel’Thuzad

<strong>WoW WotLK Classic:</strong> Naxxramas Frostwyrm Cave - Kel'Thuzad

WoW WotLK Classic: Naxxrama’s Frostwyrm Cave – Kel’Thuzad

Source: Wowhead

He, serves the Lich King without asking him behind, a necromancer with great skill in his life, became a master in necromancy after his death. It is said that he is the most loyal servant of the Lich King. — Commander Eligor Morningbringer

Loot

Capabilities

Frost Lightning (Single Target)
A spell cast within 2 seconds. This hits the target with the highest aggro (the tank) for about 25,000 damage and reduces its movement speed by 50%. Frostbolt must be interrupted by rogues or warriors in melee.

Frostbolt (Multiple Targets)
Any target in the room is hit by the instant cast spell for about 6000 frost damage and movement speed is reduced to 50% for 4 seconds. Cast approximately every 15 seconds.

Chains of Kel’Thuzad
This spell affects 3 players in the room (excluding the player with the highest aggro). The players are affected by Mind Control Cast. This spell increases physical size, damage by 200% and healing by 500%. For 20 seconds, players are under the control of Kel’thuzad and fight against the raid. They heal him and attack other people in the raid. During this time, mages can transform these players, or be struck with fear by warlocks, and are thus incapacitated.

Detonating Mana
Hits a random target in the raid that has mana. The player will explode after 5 seconds. This will drain 2,000 mana and hit all other(!) players within 10 meters with about 17,000 damage.

Shadow Rift
A conspicuous, large circle summoned from beneath a player. Shadow Rift instantly kills any player in the raid who does not move out of this circle after 5 seconds.

Frost Strike
This spell is randomly cast on one player in the raid, and every other player within a 10 meter radius is also hit by this spell. Frost Strike deals 104% damage of its maximum hit points to each player hit for 4 seconds and stops any from those players. The affected players must therefore be counterhealed immediately.

Soldier of the Icy Vastness (Phase 1 only)
1,600 Hit Points. These run slowly toward the raid. When the skeletons do damage to players in melee, everyone in the raid is hit for about 3,500 shadow damage and the skeleton kills itself.

Unstoppable Monstrosity (Phase 1 only)
75,000 Hit Points. They should be intercepted by tanks at the edge of the inner circle of the battle area and killed as soon as possible. They cast a stackable negative effect on the tank that reduces the healing received by 10% per unit.

Soul Caster (Phase 1 only)
55,000 Hit Points. These spirits move extremely slowly towards the raid and should be killed by all ranged classes. At under 30 meters, 3 players will be hit with about 7,000 shadow damage, knocking them back.

Guardian of Icecrown (Phase 3 only)
6,300,000 Hit Points. 4 guards engage in combatn. They hit the tanks for about 4,000 damage at the beginning, but reinforce themselves every 15 seconds or so with Blood Sacrifice. This spell increases damage by 15%, physical size by 10% and stacks up to 99 times.

Combat sequence

<strong>WoW WotLK Classic:</strong> Kel'Thuzad - Raid Position

WoW WotLK Classic: Kel’Thuzad – Raid Position

Source: Buffed

Phase 1

  • Phase 1 does not involve fighting Kel’thuzad himself, nor is he vulnerable to attack. When the raid has gathered on the circle in the center of the room, 3 different types of mobs appear in all the small chambers around, attacking the raid at certain intervals.
  • The melee fighters are primarily responsible for the monstrosities, ranged fighters for the soul casters and everyone in the raid secondarily for the soldier skeletons. These are killed until a message comes from Kel’Thuzad (about 4 minutes after entering the circle). Any mobs in the sub-chambers that are not active will then disappear, and for the rest, the raid now has about 15 seconds until Kel’thuzad himself joins the fight and phase 2 begins.
  • During phase 1, the inner circle, highlighted in green, may not be left!

Phase 2

  • When transitioning from phase 1 to 2, the tank should approach Kel’Thuzad and pull him into the center of the room. The rest of the raid should spread out over a large area so that you do not fall below a distance of 10 meters from the person next to you.
  • Now the aforementioned abilities of the boss come into play, and the raid must deal with them accordingly. The melee fighters should spread out in groups of 2 or 3 in all directions around Kel’Thuzad so that the Frost Strike hits a maximum of 2 or 3 players.
  • If players are taken over during this phase, they must be immediately transformed by a mage or interrupted while casting spells / abilities. The raid must make sure that the tank has built up enough aggro on the boss again after casting chains.

Phase 3

  • Phase 3 begins at 45% of Kel’Thuzad’s life points.who then calls for help.
  • At 40%, through 4 side portals in space. 4 Guardians of the Ice Crown will enter the battle and attack players in the raid. The other two tanks must stand by and collect them so that no one in the raid dies unnecessarily. All of Kel’Thuzad’s abilities will continue to be exercised during this time.
  • Melee and ranged fighters should continue to do damage on the boss so that the encounter can end as soon as possible, because the tanks can’t survive the guards forever.

Once Kel’Thuzad is defeated and Naxxramas is accomplished, one of the most entertaining adventures of WoW Classic (buy now ) to the end. With the Key of Saphiron in your hand, you can now Malygos make out!


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