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  1. #1

    Default Lady Naz'jar - Heroic Throne of the Tides

    http://www.youtube.com/watch?v=OM2-s03BpuI

    Will write a small synopsis about the fight and setup in a bit...

    Update: Below is the breakdown of the fight

    Heroic Lady Naz'jar is another strategically placed boss encounter in a dungeon that relatively takes little time and less effort to complete once she is defeated.

    This is the breakdown of the strat I used to bring her down with my mixed team.

    Phases:
    1) a tank and spank phase where I tank her in the middle and have my alts dodge her geysers, and poison throws. The geysers if not avoided are insta-kills, the poison clouds are more forgiving and can be healed through, decursed with the pally. Her sonic ability needs to be interrupted, although with better gear is not an insta-kill for the tank

    2) Watersprout phase where she shields herself in a waterprout and summons 3 adds: 2 casters and 1 melee, AND she pops tornados at random players. This phase occurs at 60 and 30% BUT with a twist.... The tornados in the second watersprout occur more frequently and it's not worth killing off the adds one by one like in the first waterpsrout but rather keep the melee and one caster CC'ed, put the alts on follow so I drive with the tank and dodge the watersprouts more easily.

    Macros:
    I have a specific macro that I swap in prior to the fight on my druid and mage to
    /tar naz'jar honor guard
    /cast entangling roots
    (druid)

    AND

    /tar Naz'jar Tempest Witch
    /cast polymorph
    (mage)

    I found this to work better because it is such a hectic fight and I can't find time to target, focus, assist and then cast CC, plus this way I can spam that cc key (for me it's Numpad1)

    Movement:
    I keep my alts clumped up the entire fight except at the very end where I put them on follow to dodge the annoying tornados in the second waterprouts phase. Very important to have them really REALLY clumped so that she targets all of them (not really, she is targeting one but when they are on top of each other, it looks like one) with geyser's/poisons. That's why i have my mage go frost as arcane makes them move slightly with casting missiles. It's a drop in dps but worth it

    For the waterpsrouts phase, I have pally pick up and silence the remaining caster very quickly as the lightning chain hurts !

    That's about it...

    I hope you find it helpful
    Last edited by Janus : 04-01-2011 at 12:55 PM

  2. #2

    Default

    That's a really nice technique. You made it look easy. Good work.
    Styrr - Legion of Boom - GM



  3. #3

    Default

    Anyone have any luck on the final boss? I'm at my wit's end. I have 2 major problems. The first being the black shit on the ground. They put it in such a massive area, that by the time I can get my team out of it, they're all almost dead as it is. And I cant just strafe out of it because of all the terrain and the small size of the room.

    The second problem is burning down the sappers and the beasts is taking too long, and I eventually get overwhelmed by the beasts and can never get to the final part of killing Ozumat. Any ideas?
    "Twilight is upon me. And soon, night must fall". My days in WoW are over, but I'm back to where it all started, EverQuest!

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