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Gluth (25 man) Strategy Guide |
| by jtfa |
| This is the main guide for this boss. We will attempt to keep it up to date, so feedback is appreciated. This is copyright material. Please respect the work of the author and ourselves and do not copy it. |
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 Introduction
Gluth is a home made puppy stitched together from other animals. He's anything but cuddly.
Raid Setup
25 Man
2 tanks, 4-5 healers, and the rest DPS with 1 hunter or rogue. Ranged DPS or DPS with area of effect (AoE) abilities are preferred but not required. Shamans, hunters and mages of any spec are especially useful here.
10 Man
2 tanks, 2-3 healers, and the rest DPS with 1 hunter or rogue. Ranged DPS or DPS with area of effect abilities are preferred but not required. Shamans, hunters and mages of any spec are especially useful here.
Gear Requirements
No special gear requirements are needed. If you managed to kill Patchwerk and Grobbulus you have good enough gear to kill Gluth.
Buffs and Consumables
All standard buffs and consumables are recommended.
Boss Abilities
25 Man - 8,440,000 HP. Melee Hit - Approximately 6000-7000
10 Man - 3,250,000 HP. Melee Hit - Approximately 3000-4000
Mortal Wound - This melee strike hits for 150% of normal damage and applies a 15 second debuff to Gluth's current target, reducing healing taken by 10% per stack. Can stack up to 100% less healing on a target this way. It is used every 10 seconds. The debuff lasts for 15 seconds.
Enrage - This increases Gluth's attack speed by 100% for 8 seconds. It is used every 30 seconds and needs to be dispelled.
Decimate - Everything in the room except for Gluth instantly loses all health down to 5% of maximum. This is essentially instant unavoidable damage down to 5%. Decimate is used every 90 seconds.
Devour Zombie - Any Zombies which get too close to Gluth (within approximately 20 yards) will cause an emote to appear saying, "Gluth spots a nearby Zombie to devour!" when this happens, he will run towards the Zombie and eat it, regaining 5% of his total HP.
Berserk - This hard wipe ability is used after the 4th decimate (or after 8 minutes in 10 man) and increases Gluth's damage by 1000%.
Zombie Chow
Every 10 seconds, 2 Zombie Chows spawn from the grills in the floor near where you jump down into the room (1 Zombie Chow spawns in 10 man).
HP: 1,000,000 (25 man) / 500,000 (10 man)
Melee: Hits for around 4000 (1500 in 10 man), however each hit applies a one minute debuff called "Infected Wound", which increases damage taken by 100 per stack. This can stack up to 99 times. Because of this debuff, these mobs are untankable.
Phase 1
Positioning

The Pull
The entrance to Gluth's room is a large pipe which the raid must run through to engage the fight. While stood in the pipe people will take small amounts of damage of 300-400 every few seconds, so don't hang around in it. Once your are at the other end of the pipe, your main tank will have to jump down and Taunt the boss quickly before moving him into position with the main tank's back towards the opposite wall / gate area. As soon as the main tank jumps down, the rest of the raid follows.
The Fight
The fight in both 10 and 25 man for this boss is identical, however in 10 man it is done with smaller numbers.
For the purposes of this guide, Gluth is a 2 phase fight consisting of a Tanking phase and a Decimate / AOE phase, both with the raid divided into a melee and ranged group. The melee group consists of the tanks and the melee DPS, and the ranged group is all the ranged DPS and healers.
Tanking Phase
Melee Group - The melee group consists of the 2 tanks and the melee. This is a rather straightforward fight for the melee group. If you are melee DPS you just need to stay on the boss doing DPS. When Decimate hits, avoid using any abilities which deal damage to you if you have them (Hysteria, Seal of Blood etc). However, unless you are a rogue there is nothing more to worry about.
The tanks have a slightly harder job. You need to communicate with each other to reset the Mortal Wound debuffs on the main tank. This is a relatively simple process whereby the off tank will Taunt the boss and tank him until the main tank's Mortal Wounds expire. When this happens, the main tank will Taunt the boss back. Depending on your raid gear the number of Mortal Wound stacks that you allow the main tank to stack can vary. A good general rule is to reset them at 3 stacks.
Dealing with the Enrage: Every 30 seconds, Gluth will Enrage, increasing his attack speed by 100%. When this happens a Hunter will need to either use Tranquillising Shot or a Rogue use Aesthetic Poison 2 on the boss to remove the Enrage effect. Either will work and nothing special is required to apply it.
Ranged Group - The ranged group have the hard job in this fight. They are basically split between DPSing the boss, healing, and kiting the Zombie Chows around. You also have to create and maintain the "slow zone". The slow zone is an area at the back of the room near where the Zombie Chows spawn. In this general area, anyone who has an AoE slowing effect will continually place it so that it slows the Zombie Chows down while they are being kited.
Healers will be relying on their fellow ranged raid members to keep the Zombie Chows off them. Most likely the first thing Zombie Chows will head to attack will be healers, so they need to be aggroed off them by the Zombie Chow kiter (see below).
The second issue for healers is Decimate. When Gluth uses this ability, the main tank will have only 5% of his or her HP left! To counter this it is highly recommended to have boss timers to warn you when Decimate is about to be used so that you can begin to cast a large pre-heal to land when the Decimate hits and immediately refill your tank's health pool.
The rest of the ranged DPS will need to DPS the boss as much as possible while keeping an eye on the Zombie Chows. If you have an AoE slowing effect (Frost Trap, Earthbind Totem etc), you will need to continually make sure it is in effect in the slow zone so that people who get aggro from the Zombies can kite them around. There are 2 ways of doing this. Firstly you leave the zombies to their own devices and if someone takes aggro of one they kite it around, however this can be chaotic at best which leads to option 2. The second option is to have a mage run around using arcane explosion to hit the zombies, although it will not kill them it means the mage will gain aggro of the zombies so they will all follow the one person. Although other classes can be used we recommend a mage as Blink can be used should he get into trouble and move him a distance away. This one person will then kite the zombies around the slow zone. By having a dedicated kiter the rest of the raid can do free DPS on the boss.
Decimate / AOE Phase
This is not truly a different phase of boss behaviour, but covers the many things that need to happen when Decimate hits.

Melee Group - This phase is the same as the Tanking phase for you, except that the main tank may need to use a survival ability immediately after Decimate hits as his health will be down to 5% until he gets healed back up.
Ranged Group - Approximately every 90 seconds into the fight (and every 90 seconds thereafter) Gluth will use Decimate. When this happens several things occur simulatneously, and several things need to be done by the raid in response:
Firstly, everything in the room except for Gluth will have its HP reduced to 5%. This includes the Zombie Chows and thus makes them killable. When Decimate is used, your main tank will need to be topped off to full HP as quickly as possible to avoid being killed by normal attacks from Gluth. As the only person who will be taking damage when this happens, he is top priority before the rest of the raid. Once the tank is healed the rest of the raid can also be healed up as normal.
Secondly, the Zombie Chows will aggro onto Gluth (no matter who they were chasing before) and start moving towards him. You cannot get them to aggro onto anyone except Gluth. The Zombie Chows will, however, still be affected by any slowing effects. When the Decimate hits, all ranged DPS need to start killing the Zombie Chows. They will have very few HP and will die quickly. It is important that they do not reach Gluth as, if they do, he will Devour them and regain his HP. This is not difficult to do as the Zombie Chows have only 5% of their HP left and thus AoE is highly effective at killing them. Keep using slowing effects such as Frost Nova, Earthbind Totem and Frost Trap to give yourselves extra time to kill them before they reach Gluth.
Once the Zombie Chows have been killed, the tanking phase starts over again. Zombie Chows will continue to spawn at the same rate during the Decimate phase, so the Zombie Chow kiter needs to continue his work throughout.
Class Tips (For Both Phases)
Main Tank: Make sure you jump into the room first after running through the pipe. Communicate with your off tank when to reset the Mortal Wound stacks. Finally, when Decimate hits it is recommended to use your abilities to avoid damage altogether or reduce it greatly (Shield Wall, Shield Block, Icebound Fortitude etc) until your HP is topped off by the healers.
Other Tanks: Stay in communication with the main tank when he needs you to Taunt Gluth off him to reset the Mortal Wound debuffs.
Healers: Run around and keep the raid healed should they be hit by a Zombie Chow. When Decimate hits your priority is the main tank before the raid. Apart from Decimate this is one of the simpler Naxxramas fights to heal.
Ranged DPS:. Keep slowing effects down in the slow zone to slow the Zombie Chows. It is recommended that one person (usually a mage) actually attacks the Zombie Chows with an AoE effect to keep them off your healers and then kite them around the slow zone until Decimate hits.
When Decimate is used kill the zombies as quickly as possible.
Melee DPS: Stay on the boss at all times.
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