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Rating: +132 [-] [+]
By Brutall on 07/07/2007 (Patch 2.1.2)
Naxxaramas WILL be in woltk

Quote from: Tigole
So what I want to do in Northrend is to take Naxxramas in all of its glory, scale it down to the 25 man raid size, and then take the difficulty and retune itobviously wed tune for level 80, it would no longer be tuned for level 60, since that would be a little silly and it wouldnt be a lot of fun for people at that pointbut I want to put rewards in there that are very exciting to level 80 players, but make it the entry-level raid, very accessible, tune the encounters so that theres something for everybody to do, and let the majority get a chance to see that content that they hadnt seen before.
Rating: +74 [-] [+]
By Utdrag on 06/29/2008 (Patch 2.4.2)
The old entrance is located in Eastern Plaguelands at 39:25. the new one is in Dragonblight at 89:45.
Rating: +92 [-] [+]
By sgtsolidus on 08/06/2008 (Patch 2.4.3)
from what I've gathered, Naxx will probably be a 10 and 25 man raid along with all of the other raids in wotlk. they will have different loot tables and will be set up differently to accommodate each set of groups. also I've heard that this will be one of the first raid dungeons, possibly not even requiring lvl 80.

edit: got this info from a newsletter for wotlk info

Why Naxrammas....Again? - Most people did not get to experience this raid instance at all due to the timing of the expansion release. So Blizzard has embraced the chance to retune the dungeon, and allow all players a chance to participate in these epic battles. It is also a humongous dungeon that will offer a large variety of battles, that will maintain their storyline and feel for 10 and 25-man raids. I know I played up to the 4-horseman before the expansion release, and am still very excited to see the changes that Blizzard has made! Get started raiding

EDIT: I was really a horrible speller when I made this post..
Rating: +86 [-] [+]
By Zanazua on 08/24/2008 (Patch 2.4.3)
''Noble countrymen, evil is upon us. Darkness has befallen our shores. Rise and slay thy enemies, strike, strike so other shall live. The meek shall not fade into the night...Live my brethren, live.''

- King Terenas
Rating: +60 [-] [+]
By adamb10 on 10/13/2008 (Patch 2.4.3)
With Patch 3.0.2 live Naxxramas has moved to Northrend and its level 60 form is no longer available. That means the corrupted ashbringer and the legendary staff is no more. And of course you can no longer obtain Tier 3 armor either.
Rating: +150 [-] [+]
By childofnewlight on 10/21/2008 (Patch 3.0.2)
Timeline progression. This is rudimentary to World of Warcraft. The events that you participate in at an earlier part of the game are considered "earlier" in the game time line.

Just because you can do the quests in Northshire Abby at level 70 (if you're not human, usually) and quests in Netherstorm minutes later (or before) does not mean both occured at the exact same time.

Since it is an open world environment with people of all levels interacting together some level of imagination needs to be maintained. Blizzard expects us to do this for our own sake and theirs.

Just because Arthas is in Ebon Hold at the same time he's in some end-game dungeon doesn't mean that according to the progression of the game's time line is he in both places at once.

It is assumed that these events occurred either before or after other events and that multiple instances of the same character are reflecting different points in the time line. Which you as a player can observe, but technically, your character doesn't.

Its at this point where some people have broken down the game so much that they have totally demolished the intended story experience. Stop thinking so much and just go with it. Its fantasy and its a story. Even if you're not an RPer on an RP realm you're playing a fantasy game. Its not all about checking reality and theorycrafting top potential DPS.

At some point you need to just take a step back and enjoy it as it is.

EDIT: Just to amend my comment, this aspect of storytelling is called either "suspension of belief" or "willing suspension of disbelief".

According to WikipediaSuspension of disbelief or "willing suspension of disbelief" is a formula for justifying the use of fantastic or non-realistic elements in literary works of fiction. It was put forth in English by the poet and aesthetic philosopher Samuel Taylor Coleridge, who suggested that if a writer could infuse a "human interest and a semblance of truth" into a fantastic tale, the reader would suspend judgment concerning the implausibility of the narrative. Suspension of disbelief often applies to fictional works of the action, comedy, science fiction, and horror genres. Cognitive estrangement in fiction involves using a person's ignorance or lack of knowledge to promote suspension of disbelief.

The phrase "suspension of disbelief" came to be used more loosely in the later 20th century, often used to imply that the onus was on the reader, rather than the writer, to achieve it. It might be used to refer to the willingness of the audience to overlook the limitations of a medium, so that these do not interfere with the acceptance of those premises. These fictional premises may also lend to the engagement of the mind and perhaps proposition of thoughts, ideas, art and theoriesSource: http://en.wikipedia.org/wiki/Suspension_of_belief http://en.wikipedia.org/wiki/Suspension_of_belief
Rating: +14 [-] [+]
By Caronwyn on 11/14/2008 (Patch 3.0.3)
Correction:

http://www.twentyfifthnovember.com <TwentyFifthNovember> (former Nihilum and SK Gaming) cleared Naxxramas (both 10 and 25 man) 11/15/08, 68 hours after Wrath of the Lich King release with a total of 20 players.

More information at http://www.twentyfifthnovember.com their website .
Rating: +56 [-] [+]
By bkevol on 11/19/2008 (Patch 3.0.3)
so is this the first raid at 80? kinda like kara was at 70?
Rating: +68 [-] [+]
By Gamopistolo on 11/24/2008 (Patch 3.0.3)
Naxxramas is an entry-level raid instance floating above the Dragonblight, and is available in both 10-man and 25-man versions. It has the shape of a necropolis and has the questionable honor to serve as the seat of one of the Lich King's most powerful officers, the dreaded lich Kel'Thuzad.

The original incarnation of the instance was regarded as the most difficult pre-Burning Crusade raid, and required 40 well-equipped players to complete. In the World of Warcraft: Wrath of the Lich King expansion, Naxxramas was moved to Northrend and retuned to be the introductory level 80 raid dungeon. Like all other Wrath raid dungeons, Naxxramas has both 10-man and 25-man versions.

An ancient Nerubian ziggurat, Naxxramas was torn free from the ground by agents of the Lich King to serve as Kel'Thuzad's base of operations as he spreads the plague throughout Lordaeron.RtD 3 Other sources say Obrahiim, the Traveler, a great skeletal architect, was pivotal in the conception of Naxxramas, hinting that it was altered or retooled.

Due to Kel'Thuzad fighting a war against the Scarlet Crusade, the Argent Dawn, the Forsaken and the Humans of the Alliance, as well as constant incursions of adventurers from every race and nation into the Scourge-controlled Plaguelands on a daily basis, his forces have been severely taxed to maintain the security of his necropolis. But now the gates of Naxxramas are open, Kel'Thuzad's new forces are rapidly sweeping away all opposition to the Scourge.

Road to Damnation Blizzard has posted a short back story for Naxxramas on the official site: Road to Damnation

Recent history After the defeat of Kel'Thuzad in the Eastern Plaguelands, Naxxramas has returned to Northrend and now hovers above the Carrion Fields in the Dragonblight, where it lays siege to the Alliance stronghold of Wintergarde Keep.
Rating: +40 [-] [+]
By wowelderscrolls on 11/26/2008 (Patch 3.0.3)
This is pretty much kara for WotLK. 10-man Naxx is supposed to be the entry-level raid of the expansion.
Rating: +42 [-] [+]
By rhamnusia on 04/11/2008 (Patch 2.4.1)
The entrance to Naxx can be hard to see if you are looking at the necropolis from a distance. The entrance is through four small holes arranged in a cross pattern located right in the center of the underside of the necropolis. They lead to a small courtyard with a summoning stone.

If you don't see the entrance flying around, fly underneath and close to the center (small protrusion sticking down in the center) and look up. You should see the entrances.
Rating: +6 [-] [+]
By vikey on 10/11/2008 (Patch 2.4.3)
Lore : An ancient Nerubian ziggurat, Naxxramas was torn free from the ground by agents of the Lich King to serve as Kel'Thuzad's base of operations as he spreads the plague throughout Lordaeron.RtD 3 Other sources say Obrahiim, the Traveler, a great skeletal architect, was pivotal in the conception of Naxxramas,[2] hinting that it was altered or retooled.

Due to Kel'Thuzad fighting a war against the Scarlet Crusade, the Argent Dawn, the Forsaken and the Humans of the Alliance, as well as constant incursions of adventurers from every race and nation into the Scourge-controlled Plaguelands on a daily basis, his forces have been severely taxed to maintain the security of his necropolis. But now the gates of Naxxramas are open, Kel'Thuzad's new forces are rapidly sweeping away all opposition to the Scourge; After the defeat of Kel'Thuzad in the Eastern Plaguelands, Naxxramas has returned to Northrend and now hovers above the Carrion Fields in the Dragonblight, where it lays siege to the Alliance stronghold of Wintergarde Keep.
Rating: +8 [-] [+]
By Notrius on 12/14/2008 (Patch 3.0.3)
Those voices that yells "Help me! Save me!" freaks me out! :o
Rating: +88 [-] [+]
By waagh on 12/17/2008 (Patch 3.0.3)
Since both Naxxramas and Dalaran moved to Northrend could there ever have been a time when the were both in transit across the ocean. If so then imagine an epic battle between two floating cities. That would be awesome.
Rating: +70 [-] [+]
By CrazyCanuckEh on 01/20/2009 (Patch 3.0.8)
Kel'thuzad yells and gets mad when you kill the cat near the entrance Mr. Bigglesworth
Rating: +74 [-] [+]
By Mecantar on 01/21/2009 (Patch 3.0.8)
http://goodbyedoodadnox.ytmnd.com/ http://goodbyedoodadnox.ytmnd.com/  

Farewell my friend. We had some good times while it lasted. T_T

R.I.P Doodad_Nox_door_spider02
1/20/2008
Truly you were a friend to us all
Rating: +8 [-] [+]
By Wazabi on 02/15/2009 (Patch 3.0.9)
Blizzard casts ressurection on Naxxramas
Rating: +50 [-] [+]
By wowheadacct on 02/19/2009 (Patch 3.0.9)
Couple thoughts for new guilds starting 10 man content - My guild has been doing undying clears and I figured I'd post some tips here.

1) We have, from the start, run with 2 tanks (druid - MT, DK - OT), 2 healers (pally - MT, priest - group), and 6 DPS (combo of war, rogue, DK, mage, shaman, hunter, and paladin) - never experienced any problems on any of the fights. This is perfectly do-able and guild with two solid healers.

2) We started with the Construct wing - I recommend any new raids always start with Patchwerk. If you can't beat him easily, go grind some more heroics.

3) We can do a full-ish clear in around 3 hours without pushing very hard. At the start we divided the raid into two sections. We did Construct, Military, and Spider on the first night. Then finished it up on the second night.

4) Ranking the bosses in order of difficulty:

Trivial:

1) Noth the Plaguebringer (if you die on this boss, cancel your account ;)
2) Patchwerk (DPS check)
3) Anub'Rekhan (if the tank can run in a half-circle - beyond trivial)
4) Gothik the Harvester (best healer/DPS on dead side)
5) Loatheb (any sort of AE healers makes this fight a cake walk - may be harder for pally only groups)
6) Grand Widow Faerlina (after the first attempt we do the 'never dispell enrage' achievement)
7) Instuctor Razuvious (if your tanks do the job right - it's a tank and spank)
8) Maexxna (have your OT in tank gear to pick up if MT dies in last 30%)

Tricky bosses that become easy after learning:

9) Heigan the Unclean (any sort of server lag makes this fight stupid-silly)
10) Grobbulus (great way to filter out members who arn't good enough to raid)
11) Gluth (tricky-ish to learn - a good kiter makes this very easy)
12) Thaddius (somebody not paying attention can wipe the raid)
13) 4-Horsemen (DPS never rotates - we can kill each before the marks get higher then 4).

Harder bosses:

14) Kel'Thuzad (if you have ONE good healer this fight becomes trivial)
15) Sapphiron (hardest boss in here - one piece of frost resists gear makes this alot easier - hard to do w/ two healers)
Rating: +50 [-] [+]
By Advice on 02/20/2009 (Patch 3.0.9)
Anyone else hear the faint yelling which echos while in Naxx occasionally?
Rating: +8 [-] [+]
By Darxide on 02/02/2009 (Patch 3.0.8)
When ever you compleate a wing a teleportation orb will start glowing at the entrance to the raid. each one makes a subtle ambient music and when combined together they make a symphony of angelic sounds that keep me from just hearthing out of the instance.

Even if i haven't won anything, i like to just sit there and listen to the music :)
Rating: +118 [-] [+]
By politikinc on 08/02/2009 (Patch 3.1.3)
Undoubtedly, I'll be designing my first home after Naxxramas complete with 4 quarters, open sewerage and skulls in every cranny and nook. After all of this, I'll cordially invite 10/25 strangers every week to tear the place apart in search of fabulous prizes.
Rating: +6 [-] [+]
By exowizard on 04/14/2009 (Patch 3.1.0)
The only way into Naxxramas is to either be summoned or you have to have a flying mount to get inside.
Rating: +12 [-] [+]
By Zleepnir on 04/24/2009 (Patch 3.1.1)
Think of flying as an entry fee to raiding. By the time any character has gone from 70-80 and done heroics for gear, they should have earned 1.7k to blow on flying training + cold-weather flying, with plenty left over for enchants/gems/repairs/miscellaneous doodads.
Rating: +20 [-] [+]
By Wowmanic on 05/14/2009 (Patch 3.1.1)
A Naxxramas raid group should be like this for 10 man...

*2 Tanks, One Mt , One Ot. Your tanks need cap def at 540 and atleast 20k hp.

*2/3 healers depending on your healers gear.

*5/6 dps depending on your heals like i said before.
Your dps should be able to pull atleast 2k dps if not then dont bother you wont get far.
______________________________________________
For 25 man Naxxramas:

you will need 3 tanks they need atleast 24k hp.

You will need 5/6 healers depending on gear.

You will need 16/17 dps depending on your heals of course like i said before..

Your dps should be able to do atleast 2.5k dps, if not you need to keep doing 10 man for more gear...
Rating: +6 [-] [+]
By Caylenna on 05/16/2009 (Patch 3.1.1)
Is there any lore behind the woman's voice yelling "Help me! Save me!" and what not in the background? It would be quite interesting if there was anything.
Rating: +12 [-] [+]
By Bakaleaf on 06/21/2009 (Patch 3.1.3)
This popped in my head recently and i cant help but ask. When you get to the end of each wing you see a large ring. I was wondering if its possible to not only skip quite a few bosses but also go to the upper floors by killing straight through one wing then going along the outer ring. I plan to test this if possible next time i raid Naxx, but if someone else has tested please answer.
Rating: +8 [-] [+]
By thelazypeon on 06/10/2009 (Patch 3.1.3)
3.3 patch notes:

You will no longer have to kill all the end bosses to access Sapphiron's Lair. A teleportation orb has been added to the lair to allow players to travel back and forth from the main dungeon to the lair with ease now.
Rating: +24 [-] [+]
By Daralyn on 01/12/2010 (Patch 3.1.3)
can someone tell my, why is Naxxramas larger inside than outside?

i mean - look at Acherus (One big upper room + one big lower roon - that is all)

but Naxx is MUCH MORE larger iside - how it is possible?

I know that Lich king is powerfull, but still - this is not Harry Potter
Rating: +78 [-] [+]
By FailureOfLife on 10/05/2010 (Patch 3.1.3)
I wish there was a Caverns of Time instance in which you could help the scourge take control of naxx from the nerubians.
Rating: +24 [-] [+]
By Merylyan on 07/20/2010 (Patch 3.1.3)
It's so fun to have a character with some form of knockback effect (https://vanillawowdb.com/?spell=42945 Blast Wave , https://vanillawowdb.com/?spell=59159 Thunderstorm , https://vanillawowdb.com/?spell=61384 Typhoon ) on a PvP server and yank random blokes to their deaths when the weekly quest is at Naxx... :D
Rating: +36 [-] [+]
By Kanariya on 05/07/2010 (Patch 3.1.3)
Upon entering Naxx and standing at the edge of the portal, it is possible to look underneath Naxxramas and still see Plaguewood, despite the fact that it is in Dragonblight now. This is because the zone itself is still in the Eastern Plaguelands. The instant respawn in the Carrion Fields was implemented because dying normally would cause your spirit to hit the closest graveyard, Strath's. Seeing as the Teleport Spire is removed, there would be no way to rezz without talking to a spirit healer.
Rating: +26 [-] [+]
By DramaOfficer on 04/11/2010 (Patch 3.1.3)
To anyone wondering, Naxxramas full clear will earn you 185.28 Justice Points.
Rating: +92 [-] [+]
By Vlad on 06/19/2011 (Patch 3.1.3)
For historical purposes here is some old information;
  • The old Naxxramas for level 60 was positioned over https://vanillawowdb.com/?zone=139">Eastern Plaguelands https://vanillawowdb.com/?maps?data=139:390250 [39,25] and you could look trough the windows in the instance and see Eastern Plaguelands below.
  • In the development stages of Naxxramas they were going to add the teleportation pad inside https://vanillawowdb.com/?zone=2017">Stratholme , this is where the unknown portal at the end of the dungeon lead to -Naxxramas. Here is the old unfinished dungeon with this path intact: http://i56.tinypic.com/znv95c.jpg (screenshot link) .
  • When Wrath of the Lich King was released Naxxramas moved to Northrend and is now floating in eastern https://vanillawowdb.com/?zone=65">Dragonblight . Instead of a teleport pad it requires you to be summoned or to have a flying mount to access the instance portal.
  • Interesting enough, if you could see down and below Naxxramas (at the entrance, after you teleport in) you would only see the old Eastern Plaguelands as the old instance map has not been edited to match it's new location in the game. This is one of the major reasons the viewing room where you previously ended up at after teleporting inside, is no longer accessible, and you end up teleported on the old "return to the wold platform" instead.
Rating: +36 [-] [+]
By Pietfluitketel on 01/15/2012 (Patch 3.1.3)
As a Blood DK in HoT/JP gear, the entirety of Naxx 10 can be done solo.

Most bosses are faceroll-easy, which can be killed using nothing but Death Strike. However, there are a few fights you'll have to look out for:

Instructor Razuvious: This guy will hit you for ~30k, while occasionaly doing a special for ~80k.
When you start the encounter, mind control one of his adds and taunt the boss and the other add, getting them as far away from you as possible. When the first add dies, mind control the other add and let Razuvious kill that add as well. Ideally you'll still be at 100% health with all cooldowns ready. When the adds are down and you are tanking Razuvious, remember the following:

-Don't let Death Strike overheal.
-Stack Vampiric Blood with Rune Tap and Death Strike as often as possible.
-Dodge/parry make a huge difference on this fight. Due to Razuvious' hard-hitting but slow melee swings a dodge or parry can mean the difference between a kill or a wipe.

Anub'Rekhan: Mostly tank and spank, with 2 things to really watch out for:

-His impale ability will make you suffer ~40k falling damage
-Be at full health when he casts Locust Swarm. In most cases you won't be able to do anything for 16 seconds, including Rune Tap and other cooldowns, so it's crucial to be at full health when he casts it.

Patchwerk: Kill all leading up to Patchwerk as they'll attack you upon pulling the boss otherwise. After Razuvious, Patchwerk is the hardest-hitting boss in Naxx. Remember to use your cooldowns.

Gluth: Equip DPS gear for this one, as this boss does no significant damage.
Gluth often summons zombies that will run towards you. There is no way (at least, none I figured out yet) to deal with these adds while soloing, so ignore them and Gluth will eat them. Upon consuming a zombie, he will heal 5% of his total health. You'll need ~20K dps to get him down before his berserk timer.
Rating: +16 [-] [+]
By Eshaton on 05/16/2012 (Patch 3.1.3)
Strategy for one/two players from the https://vanillawowdb.com/?guide=824/solo-duo-old-raid-compendium Solo/Duo Old Raid Compendium , done at level 85 at patch 4.3 with ilvl 385-395 gear:

/zone=3456">Naxxramas is duoable in 10-man, and some bosses can be soloed. Some can also be duoed in 25-man.

Bosses:
  • Arachnid Quarter
    • /npc=15956">Anub'Rekhan
      • Duo: Easy
      • Will do an avoidable impale that will cause about 40k fall damage if it hits, and if it not burned down quickly enough, will cast locust swarm that will prevent casting for 16 seconds.
    • /npc=15953">Grand Widow Faerlina
      • Duo 10/25: Easy
    • /npc=15952">Maexxna
      • Duo 10/25: Easy
      • Will web one party member, and the other will need to come break the web. All hail queen spider.
  • Military Quarter
    • /npc=16061">Instructor Razuvious
      • Duo: Medium
      • Hits very hard/a very gear-dependant fight. With two people, MC both of the students. The higher DPS of the two should let their student be immediately burned down, go in and DPS the boss as much as possible while he is taunted by the other student. Once the other student falls, just tank and spank him.
    • /npc=16060">Gothik the Harvester
      • Duo 10/25: Easy
    • /object=181366">The Four Horsemen
      • Duo: Medium
      • They will each stand in one of the corners in the room, and if all players are too far away from any of them, that horseman will cast a powerful AoE on the entire raid. With two people, each person can grab one of the front horsemen (which are melee and will follow the player) to the corresponding horseman at the back of the room (which are ranged and cannot be pulled). That way, each player will be tanking two horsemen, and none of the horsemen will be casting their AoE.
      • Each horseman will cast a stacking mark that deals increasing damage over time. At level 80, this required rotating tanks to prevent stacks of any individual mark from getting to high - this is not necessary at 85, but you will have to burn the bosses quickly to prevent the marks from stacking to critical levels.
  • Construct Quarter
    • 16028">Patchwerk
      • Duo: Hard
      • He just hits very hard. Very gear dependent. He will also do a nasty Hateful Strike to those in Melee range that brings down even plate melee dps pretty quickly.
    • /npc=15931">Grobbulus
      • Duo 10/25: Easy
    • /npc=15932">Gluth
      • Duo: Easy
      • Before you engage him when you enter the sewer you will enter combat. In the actual fight, he will spawn zombies which he will use to heal himself. If you attack them for a long period of time they put a debuff on you, so the best strategy is to just DPS Gluth through the zombie heals with decent gear. If this isn't working, you can kite Gluth away from the zombies fairly easily as they move very slowly without any debuff.
    • /npc=15928">Thaddius
      • Duo: Medium
      • There are two adds that must be killed before engaging the boss, and they must be killed at approximately the same time. Have each player go up the ramps at opposite sides of the room and DPS the adds. Periodically the players will be teleported to the opposite add and swap positions; just continue dpsing your new add.
      • Once you have killed the adds, jump down to the main platform (be careful not to jump too short or walk off). When you fight the main boss, make sure to stand on opposite sides of him as each player will have a different polarity for the entire fight.
  • Frostwyrm Lair
    • /npc=15989">Sapphiron
      • Duo 10/25: Easy
    • /npc=15990">Kel'Thuzad
      • Duo 10: Easy
      • In phase 2, will mark one of your party members, lock them in ice, and do 104% of their health in damage over a few seconds. If your partner can heal, you can be healed through this, if not, he will not cast this on the last party member left alive. When he does this, all allies within 10 yards of the marked player will also be frozen, so don't stand next to your duo partner when this happens.
      • Because of this, you will either need a tank who can self-heal after the iceblocked party member is inevitably killed, or a tank who can heal the iceblocked party member and prevent their death.
25 man:
  • When you switch from 10 to 25 man, all the trash before bosses you haven't done will respawn. In some cases, the trash can be more difficult than the actual boss, so be careful to pull as few as possible when clearing it.
  • There are /npc=16168">Stoneskin Gargoyles before Noth the Plaguebringer that will cast a large /spell=54722">Stoneskin buff at around 25% HP. It cannot be interrupted, so you must burn it down as quickly as possible before it begins.
Rating: +8 [-] [+]
By Esploratore on 07/25/2012 (Patch 3.1.3)
Naxxramas 10 can all be soloed as a blood dk level 85, these are no news ofc, so I thought to write a comparison of the gear level I needed for each, that was like my progression:

Naxxramas 10 solo:

336 item level, dps gear: noth the plaguebringer, heigan the unclean, loatheb, gothik the harvester, sapphiron.
351 item level, dps gear: kel'thuzad, anub'rekhan, grand widow faerlina, maexxna.
372 item level, dps gear: the 4 horsemen.
381 item level, dps gear: patchwerk, grobbulus, loatheb, thaddius.
380 item level, tank gear: instructor razuvious

Notes: grobbulus I think is doable in 336 already, but patchwerk cannot be skipped as a dk, and that requires more or less the gear I did him with; thaddius is also doable in 351 already, I think, just unreachable unless you get help at that level; kel'thuzad and anub'rekhan doable in 336, just very hard and I preferred waiting till next week; maexxna requiring anti-venom sacs from spiders in BRS (1 hour duration) to kill in that gear.

Naxxramas 25 solo:

383 item level, dps gear: sapphiron.
386 item level, dps gear: grobbulus, heigan the unclean.
389 item level, dps gear: loatheb.
381 item level, tank gear: maexxna.
382 item level, tank gear: grand widow faerlina.
390 item level, full tank gear and 2 dps items for runic power bonus: 4 horsemen.
392 item level, dps gear: anub'rekhan.
394 item level, dps gear: noth the plaguebringer.
394 item level, full tank gear and 2 dps trinkets: kel'thuzad.
392 item level, tank gear: instructor razuvious.
396 item level, dps gear: gothik the harvester.
394 item level, tank gear: thaddius.

Notes: gluth and patchwerk are NOT soloable on 25 unless you are a night elf to despawn zombies and reset the enrage using shadowmeld, in that case patchwerk requires almost BiS tank gear and gluth is easy in not particularly special dps gear. Grobbulus and heigan most likely are doable with less gear, just I didn't try, heigan doesn't have enrage, grobbulus 9 mins. For maexxna you will need again the anti-venom sacs from BRS at that level of gear on 25-man, as for the rest, I kept trying, so I'm pretty sure they're quite close to the minimum requirements to solo them. I also wrote some strategies to solo on each of these bosses.
Rating: +6 [-] [+]
By Chaix on 05/11/2012 (Patch 3.1.3)
solo'd military wing (25m) as a paladin (prot spec'd but dps geared save for shield/1h mace)
relevent talents: Divine Purpose (useful for stacking Bastion of glory), Eternal Flame (more healing)

avoid the mounted death knights, their shield takes too long to bring down
razuvious: stay focused on the boss. the adds eventually went down to hammer of the righteous/consecration. do not try to use Seal of Truth for damage, stick with insight,

Gothik: first part was easy, second part of the fight was harder. prot doesn't have alot of damage so the debuff stacked up pretty high before I used a bubble right before it tried to refresh. he didn't seem to be hitting too hard so ret might be okay here

4 horsemen: the hard part is downing rivendare and thane before their stacks get too high (use a bubble to remove them). alternate between blaumeux and zelik at about five stacks or when there are too many void zones around blaumeux to get close
Rating: +14 [-] [+]
By Tenjen on 05/01/2013 (Patch 3.1.3)
I remember naxx in Vanilla and how i pissed my pants with awesome when we reached kelthuzad and he speaks to his "master" and then a voice ANSWERS, you realise who it is and what it means. Especially when he calls on him during the fight.

It seriously made me happy when Wotlk came.
Rating: +8 [-] [+]
By Werich on 04/21/2013 (Patch 3.1.3)
Soloed the 25-man version with ilvl 499 destruction warlock. Most of the bosses can be simply dps-ed down (using Voidlord as a tank), with the exception of:

Maexxna - using a pet is not recommended (otherwise you get webbed and killed eventually). You better use https://vanillawowdb.com/?spell=108503">(Spell #108503) . You will need heavy burst dps to kill her. Save your healing abilities for those short moments when you do not have the https://vanillawowdb.com/?spell=28776">(Spell #28776) debuff on you.

Patchwerk - definitely the hardest fight in the whole instance. I needed to respec into affliction, as both destro and demo didn't seem to work here. The fight is mainly about:
  1. Healing your pet (prepare a macro Soulburn+Health Funnel)
  2. Managing your Soul Shards (use Drain Soul if needed)
  3. Finding some time to make some dps too (macro Soulburn+Soul Swap)
Kel'Thuzad - again, avoid using your pet (I got mind-controlled, killed the pet and the fight-reset followed). Burst dps, when he summon adds, take a risk and re-summon your Void (https://vanillawowdb.com/?spell=120451">(Spell #120451) ) - use him to tank the adds while you finish the boss in the meantime. You can also use your Terrorguard now.

You may also experience some troubles with https://vanillawowdb.com/?npc=16163">(NPC #16163) . The best strategy is simply to avoid them (just wait when they are gone), or you can try the trick: cast Chaos Bolt and right before the cast is done, use Clone Magic to remove their shield.

Hope it helps a bit; otherwise please let me know if I could be of any other help.
Rating: +14 [-] [+]
By Znakoma on 04/24/2013 (Patch 3.1.3)
I've noticed as of patch 5.2 in MoP, that some of these bosses are easily soloable by most classes. Myself, I'm playing as a combat rogue, I've been able to solo the whole Arachnid Quarter.
I'm not properly geared, as most would say, I only have 3/5 pieces from the malevolent season 13 set, and then a couple of other random dungeon/quest items.
Goodluck to anyone who wants to solo naxx.
May the odds be ever in your favor.

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