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Nefarian

Nefarian's Attacks:

Shadow Flame: This AoE breath attack does anywhere from 3900-5100 points of shadow damage, plus an additional 1750-2250 points of damage over the next 12 seconds for those who are not wearing the Onyxia Scale Cloak.

Bellowing Roar: This is a Fear attack which occurs every 30 seconds, and hits everyone who is in a 30 yard range of Nefarian. Nefarian signals that he is about to begin this attack. When the ground starts to shake, the MT should start Stance Dance, and use Berserker Rage.

Veil of Shadows: This attack is a Curse, which targets a single player, and reduced healing effects by 75%.

Phase One This phase begins when you speak to Victor Nefarian, who sits on his throne. When he says, "Let the games begin", he rises from his throne and starts teleporting about the room, while Drakonid mobs start spawning from the three nearby alcoves. This phase ends when you've killed 42 of the mob. During this phase Nefarian is invulnerable, and will spend his time Shadow Bolting and Mind Controlling random people. Players who are MC'd should be immediately Polymorphed. The most efficient method here is to split your raid into two groups, with Mages, Warlocks and Shaman in one group and Rogues and Hunters in the other. Each group should have its own contingent of Druids and Priests, along with 3 Warriors. Assign one group to the north door mobs, and the other to the south door mobs. Set up the Healers and the AoE players under the long beam which splits the room.

Once 42 creatures have been killed, the mobs start spawning but will remain until you've killed them off. When the spawns stop, the MT should move to Nefarian's landing spot on the balcony, in order to be ready to attack him immediately.

The Drakonids who spawn are of two basic types; Chromatic and Colored. Two different Colored types will spawn, one color from the southern area, and one from the northern area.

Drakonid Types

Chromatic: The Chromatic Drakonids spawn will be the smallest, and these are the toughest. Assign Warriors to them and have a single Warrior pick them up immediately and tank them.

Red: These are resistant to Fire, and do short range cone DoT fire attacks. AoE this group while Warlocks DOT with Corruption/CoA, then follow up with Shadowbolt.

Green: These use Stun and are resistant to Nature attacks. Both AoE and DPS works well. Use whichever is not used on the other color of Drakonid.

Blue: These are resistant to Frost, somewhat resistant to Arcane, and use attacks which lower your speed and drain mana. Use DPS attacks on this group.

Bronze: These are resistant to Arcane and use attacks which reduce casting and attack speed. Use AoE attacks on Bronze Drakonids, unless they are coupled with Reds. With that pairing, use DPS on the Bronze, AoE on the Red, and keep people alive with a combination of healing and consumables.

Black: These are resistant to Shadow and Fire, and use a direct damage fire attack. DPS attacks are best on this group unless they are coupled with Blue Drakonids. When that happens, move your Warlocks to the DPS group, since Warlock attacks are ineffective against Black Drakonids.

The Colored Drakonids have moderate attacks and fairly low attack. They must be killed quickly however, otherwise they will wipe out the raid by attrition.

Phase Two

This phase begins when Nefarian casts Shadowflame on the entire raid. This particular cast can be completely resisted. Otherwise it does about 1000 Shadow Damage. As soon as Nefarian casts the spell he will land on the balcony, in Dragon Form. About 25 seconds into this phase Nefarian starts his "class calls" and repeats them about every 30 seconds. Each class needs to be ready in case they are the class called.

Class Calls

Druid Call: "Druids and your silly shapeshifting. Let's see it in action" All Druids will be shapeshifted into Cat Form, where they will remain for the duration of the call. The best solution for Druids is to just stay out of range until the Call is over.

Hunter: "Hunters and your annoying pea-shooters." The equipped ranged weapon will be instantly broken. Unequip weapons just before the Call, but have a spare weapon available in case you can't successfully unequip in time.

Mage: "Mages too? You should be more careful when you play with magic." Random raid members within range will be hit with Wild Polymorph. If the MT is one of the random targets, he needs to be immediately Dispelled. If not, Nefarian may change targets and Shadow Flame the entire raid again. Priests can use Cleanse Magic to remove those affected. Mages who are not affected can continue to DPS.

Priest: "Priests! If you're going to keep healing like that, we might as well make it a little more interesting." Direct heals other than Power Word: Shield and Renew are turned inot DOTs, and can do a lot of damage, particularly since it's stackable. Stop direct heals just prior to the Call and let Druids and/or Paladins pick up healing until the Call is over.

Paladin: "Paladins, I've heard you have many lives. Show me." With that, Blessing of Protection is cast on Nefarian. Counter by using Judgement of Wisdom on Nefarian.

Rogue: "Rogues? Stop hiding and face me." Rogues will be teleported close to Nefarian and rooted in place. If a Rogue gets rooted within the Shadowflame/Cleave range, hae the MT turn Nefarian 45 to 90 degrees away from the raid until the Call is ended and Rogues can move into a safe spot.

Shaman: "Shamans, show me what your totems can do." This gives buffed totems to Nefarian, which are somewhat stronger than normal totems. Take them out as quickly as possible using single DPS players, while the rest of the raid continues attacking. Shamans should drink mana potions after a Call, rather than right before, since they will have a huge mana drain from this Call.

Warlock: "Warlocks, you shouldn't be playing with magic you don't understand. See what happens?" Each Warlock will have 2 Corrupted Infernals spawn on top of them. The Infernals will do damage to the Warlocks and anyone in the immediate vicinity. Mage AoE will take them down quickly (fire attacks are useless), and should be assisted by Rogues and Warriors if possible. Keep Warlocks towards the back of the raid, and away from the Healers during Phase 2 (in order to keep Healers from suffering from the stun attack). Mages should be positioned near the Warlocks.

Warrior: "Warriors, I know you can hit harder than that! Let's see it." Warriors become stuck in Berserker Stance, and take an additional 30% damage for the duration of the Call. Concentrate major healing power on the MT during this Call.

Phase Three

When Nefarian's health reaches 20 percent, all the Drakonids killed in Phase One will be resurrected as Bone Constructs. The Constructs can hit hard, but because they have fairly low health, they are vulnerable to AoE attacks. As you near the 20 percent range, move the AoE group into position where the Drakonids were originally killed, so that they can commence AoE attacks immediately. Alliance groups can quickly kill off the Constructs by using Holy Wrath.

All Warriors other than the two at the top of the threat list should be ready to use Challenging Shout, in order to keep aggro off the Mages.

Once all the Risen Constructs are dead, have the entire raid turn their attack to Nefarian. Continue dealing with Class Calls just as in Phase Two until you hear Nefarian's final words, "This cannot be! I am the Master here! You mortals are nothing to my dind! Do you hear? Nothing!"

Should the raid wipe, Nefarian will reset in 15 minutes.

The Bosses:

Razorgore the Untamed
Vaelastrasz the Corrupt
Broodlord Lashlayer
Firemaw
Ebonroc
Flamegor
Chromaggus
Nefarian

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Nefarian Tip
Use Stratholme Holy Water on the Risen Constructs during Phase Three. A single bottle can do thousands of points of damage.