Disrupting Shout: An PBAoE (affects a large radius around him) shout that burns away up to 4,000 mana and deals damage equal to the mana burned away. It’s done every 25 seconds and can kill most casters who get hit with full mana. This skill does not affect Rogues and Warriors as they have no mana.
One Hit K.O.: There is no official name for this (nor is it a skill, more of an innate ability) but he can pretty much one-hit kill anyone with a melee attack. Warriors can shield block through his attacks and keep up for a little bit but they won’t last long. Rogues can use evasion and last a random amount of time (depending on how lucky they are) but there is no way outside of mind controlling one of the understudies to tank Razuvious.
Understudies: Each Death Knight Understudy can be Mind Controlled and has two skills, Taunt and Shield Wall that are used against Razuvious. After a Mind Control wears off the Understudy can’t be Mind Controlled again for a little while.
Shadowbolt: Does 2,500ish damage on a single target, but he casts it very often.
Harvest Soul: This will decrease your stats by 10% and stacks, so he needs to be brought down fast.
Unrelenting Spawns
Spectral Spawns
<Boss’s Name> Mark: After 20 seconds (and every 12 seconds afterwards) each boss will place their mark (similar to Firemaw) on nearby players. At about four marks the damage gets so much that you can’t really heal through it, so this is where the difficulty of the encounter comes in. Immunity skills and most shields have no affect at stopping the damage.
Curse of the Plaguebringer: A curse that, if not removed, will cause the Wrath of the Plaugebringer on all nearby allies.
Wrath of the Plaguebringer: Does a massive amount of initial damage then follows up with a massive amount of Damage over Time.
Cripple: Whenever he blinks he will cripple all nearby allies.
Blink: He blinks every 25-30 seconds and wipes most of his aggro. He doesn’t blink far so the main tank can rebuild aggro quickly with Taunt.
Teleport: He will teleport every 90 seconds (increasing each time he teleports) to the top of the room spawning more enemies at the three spawn points.
Spawn Enemies: Randomly throughout the fight enemies will spawn out of three spawn points (look at the stuff that kind of resembles hay). They come in different vareties. The ones throughout the fight are just melee types while special ones spawn during Noth’s teleport (getting larger in variety each teleport). There is one that Shadowbolts and one that Arcane Explosions. Some of these are stunable (for instance the Arcane Explosion one).
AoE Mana Burn: Get close to him and you’ll get mana burned.
Decrepit Fever: Cleanseable debuff that lowers your max hp by 50% and applies a DoT that does 500 nature damage every 3 seconds.
Teleport: This fun skill teleports you into a tunnel where you have to run back to the raid. Slay any Eye Stalks that aggro you and just run from the grubs. Avoid the poison clou
Eruption (DANCE DANCE ERUPTION): Every couple of seconds the ground will erupt dealing 4000ish unresistable nature damage. It happens in a pattern (see pattern at http://www.theorderls.com/belt/wm/wow/heigan.html) so your raid will need to constantly move back and forth to avoid it. More in tactics.
Poison Aura: Everyone close to him is hit for 200ish Nature Damage every six seconds for twelve seconds.
Inevitable Doom: After 2 minutes into the fight Loatheb will begin casting Inevitable Doom. Afterwards, every 30 seconds until the five minute mark he will recast it. At the five minute mark he speeds it up to every 15 seconds. It deals 2550 shadow damage after 10 seconds. This is applied to everyone in the raid and can not be removed or resisted.
Fungal Blooms: 50% Melee/Spell Casting Critical Chance Increase along with removing threat generation. Lasts 90 seconds and only five people can have it at a time. It’s gotten from killing spores that spawn a Fungal Bloom environmental effect.
Corrupted Mind: Allows you to cast one healing spell (includes shields, HoT’s, and pretty much everything that prevents damage) per minute. Applied to everyone in the raid.
Impale: This is a nasty skill that randomly targets someone and throws them in the air, dealing about 3200 (Physical – mitigated with armor) damage to anyone in its area of effect (a straight stripe from Anub to the player). You can avoid having this wipe a raid by simply staying as spread out as possible.
Locust Swarm: After the initial cast (sometime when the encounter starts) around every minute and a half he will begin casting this spell which snares anyone nears him and start killing them with a heavy duty stacking DoT (1000+ damage every 2 seconds!!!). When this spell is cast, a Crypt Guard will spawn to the north and an animation of locust (like in Warcraft III) will be around him.
Corpse Scarabs: These fun guys will spawn from anything that dies while the encounter is active. You’ll get ten from Crypt Guards and five from players. They are immune to no form of crowd control so simply Frost Nova and AoE down (low HP).
Crypt Guards: While not a skill, Anub will spawn these guys everytime a Locust Swarm starts. They are stunnable so they should be stunlocked by Paladins, Rogues, and Warriors as much as possible. They also have a Cleave attack so they need to be tanked facing away from the raid. They can also net everyone around them when first aggro’d, so the raid should always be nearby when they spawn (or they need to be stunned asap to prevent the nets)..
Rain of Fire: Your standard Rain of Fire with a lot more damage tacked on. This is countered in one of two ways. If it’s outside of melee range then everyone gets far away from it (without all bunching up). If it’s in melee range then the main-tank needs to drag her away and outside of the Rain of Fire while the melee flee from it in the direction the main-tank is dragging her. This is where the Greater Fire Protection Potions come in handy on your melee.
Poison Bolt Volley: If you’ve fought Lord Kri then you know about this fun ability. She will hit 10 random people for 1400 damage that applies a very strong cleansable DoT. This should be healed up as fast as possible and the DoT removed by if at all possible. Anytime you sacrifice a Naxxramas Worshipper you will gain a 30 second immunity from this skill. Use of Greater Nature Protection Potions can be of great help along with a few NR pieces on key members (NR pieces that give good stats only though).
Naxxramas Worshipper
Enrage: Enrage offers a 75% attack speed bonus every minute into the fight. You need four tanks (Warriors are the best in this scenario, although a Druid could technically tank one) to tank the Naxxramas Worshipers. Then have a Priest mind control a Worshipper and use it’s sacrifice ability to stop Faerlina in the middle of her enrage. She will not enrage again for one minute. However! You can use it to prevent her from enraging. This will only give you an additional 30 seconds which is inadvisable. Sacrificing Worshippers also stops her Poison Bolt Volley for about thirty seconds.
Poison Shock: Does 1700-2200ish damage in a frontal cone. The damage is Nature and can easily be avoided by having the raid stand behind Maexxna.
Magical Bug Spawn: No official name for it, but after 30 seconds (then every 40 seconds afterwards) some low damage/hp bugs spawn. These need to be dealt with through AoE.
Web Wrap: This is casted at 20 seconds into the fight and then every forty seconds afterwards. This skill picks three players (that aren’t the main-tank) and attaches them to the wall. The web must be destroyed before the players are killed.
Necrotic Poison: Reduces healing taken by 90% for 30 seconds. IMPORTANT: Get rid of this ASAP!
Web Spray: Every 40 seconds this skill is used. It stuns everyone for 8 seconds and deals 1700-2200ish damage. The damage itself isn’t a problem as much as the 8 second stun that goes on everyone, including the main-tank.
Enrage: What boss doesn’t have this? At 30% Maexxna enrages and does a ton more damage. Best to let Maexxna fall below 30% after Web Spray happens.
Hateful Strike: This skill is what you must control to allow your raid to successfully defeat Patchwerk. It will hit the person with the most HP that is near him. It does an INSANE amount of damage but it’s a regular melee hit. That means with enough HP and armor you can live through it. If a Rogue has more HP then any of the Warriors then it will hit a Rogue, which will drop your raids DPS.
Enrage: After seven minutes he gets bored with you and goes into a killing frenzy taking out the entire raid very fast.
Poison Cloud: He leaves a poison cloud behind him as he walks that does a very good amount of damage and remains for a very long time. These clouds can kind of spread towards the main-tank as he tanks, so the best way to avoid it is to not stand in it and have your main-tank kite Grobbulus around (slowly).
Slime Spray: Does around 4000~ damage (Nature based) and spawns a slime that needs to be taken care of.
Mutating Injection: Does about 4500~ damage around the target (or less if it’s cleansed) and spawns a Poison Cloud. Think of it as something like Geddons explosion but way, way, way more awesome/deadly.
Enrage: He goes insane and kills the raid at 12 minutes into the fight.
AoE Fear: Every 20ish seconds Gluth will fear those around him, kinda of like all the other bosses who fear people near them.
Mortal Wound: The usual Mortal Wound debuff, reduces healing by 10% and stacks up to 100% where healing no longer works.
Frenzy: Every 10 seconds a Hunter needs to hit him with tranq shot. Be sure to set up a rotation before the fight.
Decimate: About every minute and forty seconds, Gluth reduces everyones HP down to 5%, including the undead wandering about the room. This is fixed by everyone using potions/bandages/main-tank using potions/HoT’s/etc.
Enrage: Kills the raid around the five minute mark by doing massive amounts of damage and fast.
That’s right, the Undead are totally throwing a rave and it’s in Gluth’s room. They all want to run to Gluth and sacrifice themselves to heal him up and that’s the entire gimmick to this fight....If any undead make it to Gluth then he can consume them for 5% of his health. This is very bad. You can’t also have a tank take and hold aggro on all of the undead (3 spawn every 10 seconds or so) so the best solution is to kite them.
Phase One:Stalagg’s Thunderclap: Your normal Thunderclap but with tons of damage.Feugen AoE Mana Drain: Drains the mana of people around him.Feugen’s Warstomp: Does about 1,500ish damage to everyone around him within Melee range and stuns them.Chain Lightening: A massive AoE attack should Feugen or Stalagg be pulled away from their lightening rod.
Charge Particles (made up name): Every thirty seconds Thaddius will take it upon himself to “charge” the raid. He gives everyone either a negative or a positive debuff (electrical debuff, not a good debuff). Every five seconds, if two opposite players stand next to each other they will deal 2,000 damage to each other. This means if your raid is standing in a giant ball then everyone within the raid will die. This is countered by moving around.
Chain Lightening: A AoE attack that deals moderate damage to five people.
Enrage: After five minutes, Thaddius goes insane and begins wiping the raid.