Divine Illumination – Healing Your Way Through The Construct Quarter, Part II
Posted August 28, 2009on:
Divine Illumination was so overwhelmed by the gargantuan constructs that were Patchy and Grobby, it needed to lie down and rest for a bit before it could continue forward. Now we bring to you the conclusion of the Construct Quarter — Gluth and Thaddius.
Gluth (aka Frankenpuppy, or as I like to call him, Frank)
Oh, Frank. Were you not loved enough when you were little and normal? I just want to pet you and cuddle you and make you not the diabolical animal construct Kel’Thuzad has made you to be. He’s the only boss I ever hate killing in Naxx.
Mortal Wound – Every 10 seconds Frank will cast this on his tank, reducing healing taken by 10% for the next 15 seconds. It stacks, refreshing the 15 timer, and necessitating tank swapping.
Enrage – Frank’s melee haste is increased by 100 for 8 seconds, but this can be dispelled by rogues, hunters, and shamans.
Decimate – Every 90 seconds, Frank will decimate the surrounding flesh, dropping EVERYONE (including zombies) to 5% of their total health. Tanks should have priority heals after the decimate occurs.
In addition to all this, zombies will be spawning from the grates underneath the tunnel from which players drop into Frank’s room. Every zombie Frank munches on will give him 5% of his maximum health, making it essential for zombies to be kept away from him at all times and destroyed after the decimate when their health is at a manageable level for dps to take over.
Having a dedicated healer staying in the back with the add tank is crucial for their survival, as the zombies will infect the tank with a wound that increases physical damage done by 100 and can stack up to 99 times. If it can be done, a shaman is ideal for this position as he can also place down Earthbind totems to slow the zombies and reduce the number of times the kiting tank is hit. Otherwise, assignments should be given out for Frank’s tanks, as well as instructions on priority healing and group healing assignments after the decimate.
So long as the tanks are coordinated, this fight should be fairly easy to heal through. Preparing people for decimate with preemptive hots is also a good way to buy time to heal the entire raid to full again. If zombies should get loose and start attacking players closer to Frank, the best thing to do is have their target kite the zombie back to the zombie tank, allowing them to taunt the zombies into the rear of the room. It is essential the zombie tank is helped with slowing spells, such as earthbind totem and frost trap, so the infectious wound debuff does not stack too high. Once the tanks are topped off by the decimate, the rest of the raid should be healed while they are aoeing the zombie chow moving towards Frank at an alarming pace.
Since Frank has a lot of hit points, it’s usually a good idea to save the heroism/bloodlust until after the zombie chow has been annihilated after a Decimate. Also, healers in the rear of the room with the zombie should watch out in case they also get stacks of infectious wound, and should not be hesitant to call for assistance or to switch spots with another healer if their stacks are too high, putting them at risk if they are attacked by a loose zombie.
Curiously charged with electricity, Thaddius is a titan monstrosity. Legend holds that the flesh of women and children were the main components of Thaddius’ construction, fusing their souls together inside the horrific rotting carcass. The female screams heard throughout Naxxramas before the beast’s demise are thought to be the victims used in its creation.
Feugan and Stalag – Thaddius’ minions (or perhaps creators) stand on top of two platforms over looking Thaddius. The raid is split into two equal groups, with one taking down Stalag on the left and the other taking down Feugan on the right. During this initial phase, the tanks will be thrown periodically across the pool of slime underneath the platforms, forcing an involuntary tank swap. If they do not die within 5 seconds of each other, the one who died first will be resurrected with full health.
Chain Lightning – Every 15 seconds, Thaddius will cast chain lightning on a random raid member. It will jump to two other players.
Polarity Shift – Every 30 seconds, Thaddius cast Polarity shift, giving every player in the raid a positive or negative charge. Players with opposite charges will cause damage to one another every second until they are at least 15 yards apart. Players with the same charge should stack together as every person with the same charge adds a 10% damage increase buff which will be vital for working through the large amount of hitpoints this boss has.
Ball Lightning – If no one is in melee range, Thaddius will send out balls of lightning to raid members, killing most members (i.e. anyone with less than 20k health) instantaneously.
Thaddius will enrage after 6 minutes.
During phase one, healers should be split evenly between the two platforms. If your group has an odd number of healers, the extra healer should be on the side with Feugan as he has an aoe spell that will damage the dps section on that platform. Phase 2 is less focused on healing and more on dps and proper placement (usually Thaddius is tanked in the center of his platform, with his left and right side assigned specific charges). 3-4 healers should be enough to get you through this phase’s chain lightning and melee hits (as people usually do not survive crossing the polarities).
The most important aspect of this fight is to be aware of your polarity at all times. If you are on the proper side of your polarity, you MUST be stacked on top of the other raid members with the same charge. Even if you are strictly healing, you must provide the 10% damage buff to the rest of your team to ensure Thaddius will die given the large health pool (30 million on 25 man and 3 million on 10) and short enrage timer from the beginning of the encounter. Also, if you are not needed to heal, even minimal dps is better than none. That’s right. It’s time to bring out the smites, judgements, moon fires and lightning bolts. If anyone in the raid happens to miss the jump from the platforms to Thaddius, be sure they stay away from the raid until the following polarity switch — no charge is treated as though it is opposite to both positive and negative.
Using heroism after the first polarity switch is key — you’re likely to have the most people alive at this point. Remember that dpsing is your friend, and help your groups as much as you can, even with 0 hit rating. Before the fight begins, establish a set way to move around the boss and set sides for each charge (for example, my raid team uses this set up, with directions applied as if facing the boss from the doorway to his room : Left side = negative group, right side = positive group, always move clockwise around the boss). This way, as people are getting into position after a polarity shift, people don’t accidentally cross paths. Also, Thaddius has a huge hit box and melee should use this to their advantage; they ideally should be able to stack close enough to the ranged dps so they can receive the additional stacks of the 10% damage buff and be at the edge of Thaddius’ hit box so hunters in the party can still shoot it.
Ex. of a macro used in raid chat to describe raid location and movement during phase 2 :
P THAD N
O THAD E
S THAD G
Congratulations! You’ve slain the last two bosses in the construct quarter (and in the process freed the souls of a loving*** puppy and countless innocent women and children; heck, Thaddius even thanks you for slaying him!). Time to rest and relax before you move onto the top area of the fortress and the big baddie Kel-Thuzad).
***I say loving because all puppies, even undead ones, are capable and worthy of love.