Naxxramas Strategy: Gluth

15 01 2009

editor’s note: to date, I have not been able to run any of Naxx on 25-man (heroic) difficulty, so the boss mechanics may change slightly in that format. This post is addressed from the 10-man setting.

  Many, if not all of you are taking your first steps into Naxx by now. On most servers, a large number of guilds have successfully cleared it in its entirety at this point as well. I’m writing more for those who are new here, in order for you to better help understand the mechanics of the fights and what to expect so that you can successfully collect your epics! Regardless of what role you have in the fights – tank, DPS or healing – I’d recommend that you read over the roles that each group will be performing in order to have a clear understanding of how the whole fight will go.



Gluth is unique in Naxxramas’ primary four Wings in that there is no trash at all in between him and the prior boss (Grobbulus). Simply follow the ramp up from Grobbulus, cross over the narrow pipe and you will be at the entrance to a much larger pipe. Entering this pipe will cause the party to take some minor but constant nature damage, so buff up and get ready before you enter and run the length of the pipe to Gluth. Be sure to run to the right side of the pipe as well, as there is an opening where it is broken on the left side that a careless player could easily fall through and necessitate the entire Raid regrouping. Pause briefly at the end of the pipe for a quick heal, and it’s time to begin!


The layout for Gluths room. Markings will be explained below.

The layout for Gluth's room. Markings will be explained below.




Tanks– Gluth will require two tanks. They do not have to be equally geared, but the Offtank should at least have some serviceable mitigation stats as each tank will be required to spend some time as the focal point of Gluth’s anger.


  To start the fight, the Main Tank should jump down to the floor from the pipe, and the Offtank should follow right after (be sure that the Main Tank is first!). The location that they land on is the bottom right corner of the diagram above. The main Tank should immediately engage Gluth and drag him across the room to the location marked by the red dot. main Tank and Offtank will take up positions in the spots marked by blue dots on the map. While it doesn’t matter who is left or right with both tanks, both of them should be in front and facing Gluth, and back him as far from the entry pipe as possible. The reason is, you want to create as much gap as possible between him and the area where the Zombie adds are going to spawn from.


  Most of Gluth’s damage output is standard physical melee damage. He will, however, stack a Mortal Wound debuff that reduces incoming healing effectiveness. Once the debuff reaches 3 or 4 stacks, the Main Tank should have the Offtank taunt Gluth off him until the debuff clears, then taunt him back and resume as before. Tanks will remain in this position for the duration of the fight, though it is conceivable that (with good timing) whichever one that does not currently have Gluth’s attention could move to engage the Zombie Chow after a Decimate hits and help to down them (especially valuable if the tank in question is a Warrior [Thunder Clap] or Paladin [Holy Shock]). if this course of action is taken, the tank must be conscious of the fact that the other tank (currently being beaten on by Gluth) will require relief very soon, and not stray too far.


DPS – For the majority of the DPS group, it’s a simple and standard fight. Melee DPS follows the tanks in and commences damage rotations once Gluth has been moved to the back wall, and Ranged DPS will assume a position not much further behind them (both groups designated with purple dots on the map). Until Gluth drops his first Decimate, all DPS should be on max damage rotations into the boss.


  Once Gluth uses Decimate, all DPS on Gluth must immediately shift to downing the Zombie Chow adds. Use any AOE abilities available and focus them in the path of the oncoming adds – they will all be moving directly towards Gluth by the shortest route possible. If you have a movement restrictor that will buy more time to down them (Earthbind Totems, War Stomp, Thunderstorm, Blizzard, Engineering Grenades, Thunder Clap – anything), use it by all means. The Zombie Chow heals Gluth for an immense amount of health if they reach him. Bloodlust is excellent to use at this point in the fight, as it will help ensure that none of the adds reach him, and some of the duration will carry over into the next phase. If he can be denied any Zombie Chow adds, Gluth will not last until a third Decimate.


  It’s possible that some DPS may be assigned to a special duty in this fight; that will be explained in the “Kiting” section.


Healers– Gluth’s damage output is actually very manageable for a single well geared Healer, though it’s not a bad idea to have 2 within range of the tanks just in case. You absolutely *will* need to have a second Healer available after each Decimate. When Gluth uses this ability, the health of everyone present (Raid, Zombies) is reduced to 5% of maximum. if the Main Tank does not receive immediate healing afterwards, then Gluth may very well kill him outright. Thus, first priority after Decimate is for the Main Tank to be healed up to a serviceable level; a single quick heal from a secondary healer and maintained focus from the primary Tank Healer should be sufficient. At that point, AOE healing (Tranquility, Wild Growth, Chain Heal) should be used to restore the Raid’s vitality quickly, before settling back into the original routine.


  Note that a lot of healing classes can assist with slowing the Zombie Chow adds after a Decimate. Paladins can AOE stun while healing via Holy Shock; Shaman may use Earthbind Totems, Priests Shackles and Druids Entangle. If you can multi-task and help out your Raid with them, do it!


  Finally, one Healer (and possibly 2) are going to be asked to assist with the kiting project in the back, as it’s easier to spare the healing than it is the DPS in this fight.


Kiting– In between Decimates, Gluth’s Zombie Chow adds must be occupied. An ideal tandem to do this would be a Restoration Shaman and a Paladin, though other combinations are certainly usable.


  In the Shaman / Paladin example, the Shaman should keep an Earthbind Totem active at all times on the location marked with the white dot on the map. The Paladin will run in a continuous circle around the approximate radius of the Totem, dropping a Consecrate at the portion marked with the green circle on each revolution. In theory, inbound Zombie Chow should hit that and aggro to the Paladin, but stay caught up in the Totem’s debuff long enough that they never catch up. Should any slip through, it is up to the Shaman to aggro them back (Frost Shock is ideal), and also to provide healing to the Paladin. The Paladin could also grab stragglers via Exorcism, and Holy Shock at every opportunity to add more threat and stun the mobs.


  It is important that they be allowed to strike the runner as little as possible, as they will impart a stacking debuff which increases their damage immensely after a number of applications, making the damage unhealable (or very close).


  Once Gluth Decimates, the Zombies will also sustain enough damage to reduce their health to 5%. This damage translates directly to aggro – Gluth has effectively taken an insurmountable aggro lead on all of them and they will not be able to be pulled away from him. This means that you, the kiter, are no longer being hit, but instead should do all that you can to vanquish the Zombie Chow before it can feed Gluth.


  If the Raid can effectively contain the Zombie Chow trash, and focus their efforts to down them before they get to Gluth, he will be a quick study. If even a few Zombies are allowed to get through, watching his health bar regain damages can be heartbreaking.





3 responses

20 03 2009

I have been looking for a guide on zombie chow tanking and this is it. I wasn’t quite sure how it was done but your diagram and explanation makes it seem very simple. Thank you very much!

20 03 2009

By the way, I will be linking to this from my blog.

20 03 2009
Zombie Chow Tanking | Sacred Duty

[…] Too Many Alts gives a perfect rundown of the Gluth fight in all of its aspects.  The zombie chow section uses a resto shaman/pally combo to pull off the kiting.  I can see using a hunter with frost trap as a substitution for the shammy as well. […]

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