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Kel'Thuzad - WoW Classic Naxxramas Strategy Guide
来自 Rokman
[Last Updated]:
2021/02/13
变更日志
补丁:1.15.2
目录
评分:
指南导航
评分:
克尔苏加德
is the last boss in the Frostwyrm Lair and the final boss of
纳克萨玛斯
. This guide provides tips and strategies for defeating the Kel'Thuzad encounter in WoW Classic Naxxramas.
Level 60 Kel'Thuzad is one of the most misunderstood and mysterious bosses in WoW's history. In the original Vanilla World of Warcraft, a mere 1% of all guilds even killed Kel'Thuzad, let alone even saw the encounter. Unfortunately, Blizzard announced The Burning Crusade before Naxxramas was released and many guilds and players decided to take a break from the game and skipped Level 60 Naxxramas completely. Because of these factors, many players will be fighting Level 60 Kel'Thuzad for the first time...
This guide provides tips and strategies for defeating the Kel'Thuzad encounter in Naxxramas in Classic WoW.
Kel'Thuzad Loot
埃提耶什的法杖顶部
- Quest Item for
埃提耶什,被玷污的传说之杖
(You have to be on the quest)
克尔苏加德的护命匣
- Quest Item for
克尔苏加德的末日
无畏之戒
- Tier 3 Ring for
战士
救赎之戒
- Tier 3 Ring for
圣骑士
地穴追猎者指环
- Tier 3 Ring for
猎人
骨镰之戒
- Tier 3 Ring for
潜行者
信仰之戒
- Tier 3 Ring for
牧师
碎地者之戒
- Tier 3 Ring for
萨满祭司
霜火之戒
- Tier 3 Ring for
法师
天灾之心指环
- Tier 3 Ring for
术士
梦游者之戒
- Tier 3 Ring for
德鲁伊
无辜囚徒宝石
- Spellcaster Necklace
怒风的沸腾符咒
- Melee Necklace
厄运之指
- Spellcaster Wand
谴责之盾
- Healer Shield
米奈希尔之力
- Two-Hand Mace
帝殒
- Dagger
扭曲虚空之锤
- Healer One-Hand Mace
搜魂者
- Two-Hand Staff
蛛魔制奴者
- Crossbow
格雷希尔,毁灭之黎明
- One-Hand Sword
饥饿之寒
- One-Hand Sword
Kel'Thuzad Notable Classes
战士
s and
潜行者
s are vital to this boss encounter, for their ability to interrupt Kel'Thuzad's single target Frostbolt spell, thanks to
and
. This is one of the biggest emphasis during this encounter, because every successful interrupt is a ton of damage avoided to the main tank, as these Frostbolts hit for 7,437 damage. A great way to think about it, these kicks are essentially a 7k heal!
法师
s and
术士
s are also extremely important for the Kel'Thuzad encounter, as Kel'Thuzad will periodically mind control the Main Tank and 4 other players in the raid. Mages and Warlocks have powerful crowd control abilities thanks to
变形术
and
恐惧
.
Last but not least,
牧师
s make the final phase of the Kel'Thuzad encounter an absolute breeze thanks to their ability
. Without Shackle Undead for the Guardians in Phase 3, this encounter is almost not possible.
Kel'Thuzad Quick Tips
Tanks
Phase 1
- In Phase 1, Tanks need to be in the center of the room with the rest of the raid. Tanks need to quickly
嘲讽
and pick up any
势不可挡的憎恶
that walk toward the center. This is the only responsibility and a priority for tanks during Phase 1.
Phase 2
- The Main Tank will be holding threat on
克尔苏加德
, inside the center of the room. Off Tanks should stand with the melee and focus on doing as much damage to the boss as they can during Phase 2.
Phase 3
- The Main Tank should still be holding threat on Kel'Thuzad. During Phase 3, five
寒冰皇冠卫士
will spawn from the portals to Northrend around the edge of the room. Only 3 can be Shackled by Priests, meaning 2 will be roaming free. Off Tanks need to pick these up and do their best to hold aggro on them over the healers. If enough threat is generated, the Off Tanks can try kiting these guardians around the room while the boss is burned down. When Kel'Thuzad dies, these will all despawn.
Melee DPS
Phase 1
- Melee damage dealers need to be in the center of the room with the rest of the raid. Melee should only be focusing
势不可挡的憎恶
, ensuring they do not rip aggro from the tank. This is the only responsibility for melee during this phase.
Phase 2
- Stay stacked in the center of the room on the boss and look to interrupt any
寒冰箭
being cast. It is a 2 second cast and come pretty quick, so Rogues should be pooling some energy, prepared to kick at a moments notice. In many situations where this cast lands, it leads to a dead Main Tank! Make sure you kick!
Phase 3
- During Phase 3, Melee should continue to stick to the boss and interrupt any Frostbolts. There is no difference for Phase 2 and Phase 3 for melee damage dealers.
Ranged DPS
Phase 1
- Ranged damage dealers need to be in the center of the room with the rest of the raid. Ranged need to look closely at the portals around the edge of the room, for any incoming
冰冻废土的士兵
or
织魂者
. Ranged can move around the edge of the blue circle in the center, focusing down any Soldiers or Soul Weavers. Ranged absolutely need to kill these mobs before they reach the center, as a ton of raid damage will go out if either of these enemies make it to the center!
Phase 2
- Transitioning into Phase 2, Ranged need to spread out around the room immediately, as Kel'Thuzad has many nasty spells that are amplified the more people are standing near each other. Like C'thun and Sapphiron's positioning, everyone should be spread out as much as possible to avoid Detonate Mana hitting multiple people, to avoid Shadow Fissures, and to prevent multiple people being hit by Frost Blast.
Phase 3
- Ranged don't really change much for Phase 3, but they can do some things to help the Off Tanks kiting the two
寒冰皇冠卫士
around the room. If it becomes too difficult and the Off Tanks die, Hunters and Mages can step up and kite the Guardians instead, using damage and slow abilities to kite them. Hunters are especially good at this because they have
, allowing them to run at a faster pace.
Healers
Phase 1
- If Ranged is doing their job and killing Soldiers and Soul Weavers before they reach the center of the room, the only damage hitting the raid should be from Abominations on Tanks. During Phase 1, Healers should only be healing the tanks holding threat on the Abominations.
Phase 2
- Transitioning into Phase 2, Healers need to spread out around the room immediately, as Kel'Thuzad has many nasty spells that are amplified the more people are standing near each other. Like C'thun and Sapphiron's positioning, everyone should be spread out as much as possible to avoid Detonate Mana hitting multiple people, to avoid Shadow Fissures, and to prevent multiple people being hit by Frost Blast. Also, during Phase 2, Healers need to keep their eyes peeled for anyone hit with Frost Blast, and focus heals on them straight away, because if they aren't healed within 4 seconds, they will die.
Phase 3
- Priests need to quickly
their assigned targets and keep a close eye on their Shackles, keeping the Guardians shackled for the entire phase. Only three
寒冰皇冠卫士
can be shackled at one time, so only three Priests need to do it.
Before Pulling Kel'Thuzad
Consider a few pieces of Frost Resist gear on everybody in the entire raid, to mitigate some damage dealt from the Frostbolt Volley. It's important not to wear too much, as it can hinder the raid's damage output and make the fight last too long, creating a new issue all together. But any help you can give the healers for this encounter can make a difference, even casting
厚符文布绷带
in between Frostbolt Volleys can make a huge impact!
The entire raid needs to pre-pop
强效冰霜防护药水
and Casters should consider popping
强效自然防护药水
, and then wait for the potion cooldown to come up before pulling. Frost Protection Potions will reduce the raid damage from Frostbolt Volley by a significant margin, taking some burden off of the healers, and
强效自然防护药水
can help from Detonate Mana!
Like C'thun and Sapphiron, another great tip for raids is to prepare with a breakdown of locations where the raid needs to stand during each phase, where the raid is spread out across the room in sections.
During Phase 1
, the entire raid should be in the center of the room.
During Phase 2
, Melee and Tanks should be in the center on Kel'thuzad. Ranged and Healers should be evenly spread out around the room, to avoid multiple people being hit by Shadow Fissure, Detonate Mana, or Frost Blast.
During Phase 3
, the positioning should be the same, but Priests assigned to Shackle Undead need to be near their assigned spawn points.
Kel'Thuzad Abilities and Strategy
This boss encounter is a three phase fight, with more mechanics than any other boss encounter in all of Classic WoW! Raids will need to quickly crowd control both their own raid members after Mind Controls, as well as enemies during Phase 3! In addition, Mana users will be heavily punished throughout the fight with strong Mana Burn abilities, requiring the raid to use heavy consumables to restore their own mana.
During Phase 1, three types of enemies will spawn from the portals to Northrend around the edge of the room. The entire raid should be in the center of Kel'Thuzad's room, stacked up tightly. Once all of these mobs in the portals have been killed, the fight will transition into Phase 2, where Kel'Thuzad becomes attackable. Here, the ranged damage dealers and healers needs to spread out around the room to avoid taking raid damage.
And once Kel'Thuzad reaches 40% Health, Phase 3 will begin
and Kel'Thuzad will summon five Guardians from the portals, which need to quickly be crowd controlled and kited around the room!
Kel'Thuzad Abilities - Phase 1
势不可挡的憎恶
are large undead abominations that need to be picked up by a tank in the center of the room. Melee dmage dealers will also focus on killing these mobs. Undead Abominations will cast
重伤
on the Main Tank, reducing incoming heals on that tank, so either the melee need to kill them quickly or tanks will need to Taunt these off one another to avoid tank deaths.
冰冻废土的士兵
are skeleton mobs that walk slowly toward the raid. Their only ability is
黑暗冲击
, which happens the moment the Skeleton gets in range of anyone in the raid, blowing themselves up and doing a ton of Shadow damage. They don't have much health and ranged need to focus fire them down before they walk to the center of the room!
织魂者
are ghostly spirits that walk slowly toward the raid like the Soldiers.
灵魂哀嚎
is their only ability, which deals AOE Shadow damage and knocks back all players hit by it. This can lead to a disaster scenario, where players are knocked toward the portals and aggro the mobs, creating a situation where a raid can quickly be overwhelmed. Ranged need to focus fire Soul Weavers down before they reach the center of the room!
Kel'Thuzad Abilities - Phase 2
寒冰箭
Single Target
is a 2 second cast on the person with the most threat. This spell is interruptible and is melee's number one priority during this encounter. Rogues should have energy pooled and be prepared to kick when necessary.
寒冰箭
Volley
goes out on the entire raid every 15 seconds, dealing frost damage and applying a slow effect for 4 seconds. This is an instant cast and not interruptible, but the damage from this effect can be partially resisted by Frost Resistance Gear, as well as fully absorbed by
强效冰霜防护药水
. Because there is a 15 second gap between these volleys, raid members are encouraged to use
厚符文布绷带
in between volleys.
克尔苏加德锁链
is a nasty Mind Control ability,
targeting the Main Tank
and 4 other random players in the raid. When the Main Tank is Mind Controlled, they will lose all threat and have to start back from 0, meaning a secondary Off Tank has to take over Main Tank duty. Mages and Warlocks in the raid should be prepared to crowd control everyone impacted by the Mind Control, to avoid MC'd players roaming around and killing the raid. If a Healer is Mind Controlled, they can actually place buffs and heal Kel'Thuzad. Make sure someone in the raid dispels these buffs if that happens! Chains of Kel'Thuzad is cast every 60 seconds.
暗影裂隙
will place a red demonic circle on the ground periodically throughout the fight, after 3 seconds it explodes and deals 62,000 shadow damage, instantly one-shotting anyone standing over it. Everyone has to avoid these the moment they are cast on the ground!
自爆法力
targets a random mana user, burning half of their mana bar over 5 seconds before they explode dealing arcane damage to anyone nearby. This is part of the reason why the ranged need to be spread out around the room, to avoid this hitting multiple people.
冰霜冲击
is one of the most dangerous abilities in Kel'Thuzad's arsenal.
Every 30 seconds
, Kel'Thuzad will target a random player in the raid and freeze them in an ice cube for 5 seconds. Anyone standing within 10 yards of that player will be frozen as well. While inside the ice cube, that player will take 104% of health in damage and will absolutely need to be healed immediately, if they are to survive. Healers need to pay close attention for these ice cubes and heal the players inside them!
Kel'Thuzad Abilities - Phase 3
Once Kel'Thuzad reaches 40% Health
, Phase 3 begins. Five
寒冰皇冠卫士
will spawn in the portals to Northrend around the room, and they need to be Shackled by Priests right away. Only 3 can be Shackled at a time, because if any more are Shackled, Kel'Thuzad will cast
挣脱镣铐
, breaking them all free. The only ability the Guardians have is
活力分流
, which increases their size and damage dealt over time. It can stack up to 99 times. Once these Guardians get too large, Off Tanks will need to transition into kiting them around the room until Kel'Thuzad dies. When Kel'Thuzad goes down, all Guardians in the room will despawn!
Congratulations, you killed the final boss in Classic WoW!
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评论
评论来自
HoppyHippo
Shadow Protection Potion can help with damage from Shadow Fissures
Shadow Fissure does 62.5k to 137.5k shadow damage...
Arcane Protection can help from Detonate Mana!
Mana Detonation is nature damage
评论来自
Nitros14
The range on the frostbolt is 7,437 to around ~11,500.
From PTR logs,
https://classic.warcraftlogs.com/reports/GtyMFkjAhndDV7XJ#boss=1114&difficulty=3&type=damage-taken&view=events&ability=28478
The unmitigated hits are all between 8-11,000.
00:04:42.184Kel'Thuzad Frostbolt Mealgor 7794 (O: 3612) (U: 11406)
00:04:37.366Kel'Thuzad Frostbolt Liandretwo 4450 (O: 6244) (U: 10694)
00:03:05.710Kel'Thuzad Frostbolt Noxzi 8370 (U: 9300, M: 930, 10.00%)
Up to 11,406
评论来自
Hapseleg
Detonate mana still says arcane >.<
评论来自
streathh
Casters should consider popping
强效自然防护药水
and
强效自然防护药水
can help from Detonate Mana!
自爆法力
targets a random mana user, burning half of their mana bar over 5 seconds before they explode dealing
arcane damage
to anyone nearby. This is part of the reason why the ranged need to be spread out around the room, to avoid this hitting multiple people.
Still not updated
e1: i realized i just critized the guide negatively and wanted to add that it did help me with some refreshing informations on the fight, even after multiple kills with my guild it helped me to improve on some points/aspects
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