Mods / Software:
* CT_RaidAssist -
http://www.ctmod.net/downloads.ct
* Ventrillo - Official Site
http://www.ventrilo.com/download.php
* Drakonid Kill Counter - Download
http://www.curse-gaming.com/mod.php?addid=2642
Facts:
* There is no one way to do Nefarian phase 1. Some guilds AoE both gates, some
guilds Assist both gates, some guilds do a "throne strategy" in which they set
up at the base of Nefarian's throne and simply AoE all the drakes at that
location. However, the following Nefarian strategy of Phase 1 AoE'ing one gate
and Assist Training another gate will always work with a balanced raid, and is
perhaps the most simple and intuitive method to do Nefarian. However, there's
always a lot of thoughts on just how to do Nefarian
* Nefarian (as of v1.9.3) respawns after 15 minutes after you wipe, no matter
which phase you wipe in.
* If you don't have an Onyxia Scale Cloak equipped, you will die during the
transition from phase 1 to phase 2. (Unless you're a paladin and can bubble!)
* It's Nefarian. Not Nefarion. Spell it right!
Consumables:
Flask of Titans (for MT + OT)
* Phase 1 (all about increasing DPS!)
o Elixir of the Mongoose
o Elemental Sharpening Stones (or Dense Sharpening Stones)
o Greater Arcane Elixir
o Brilliant Wizard Oil
* Phase 2 (rogues need survivability)
o Greater Shadow Protection Potion
* Phase 3 (AoE'ing the constructs)
o Stratholme Holy Water Engineering Bombs - EZ-Thro Dynamite II for the
non-engineers
o Thorium Grenades / The Big One for the engineers.
o Crystal Charge (10 Red & Yellow Crystals from Un'Goro)
o Limited Invulnerability Potion
Phase 1 - Drakonid Zerg
Phase 1 is arguably the hardest part of the entire Nefarian encounter. To
summarize, the key to succeeding phase 1 is that on the AoE side drakonids are
always kept under control by the warriors so that no drakonids escape the AoE
area, and on the assist train side, that the drakonids are simply killed fast
enough not to overwhelm the raid. Phase 1 ends when 20 drakonids of each color
are dead, or roughly when ~42 drakonids are killed on the drakonid kill counter.
When the event is started by one person talking to Nefarian, Nefarian will
exclaim "Let the games begin," go into a shadow form and becomes invulnerable.
He has 4 attacks:
* Shadow Bolt (highest aggro, usually a healer)
* Shadow Bolt Volley (infrequent)
* Mind Control
* Fear (infrequent)
Nefarian will spam shadow bolt on the highest aggro person, which will often
turn out to be a healer. That healer will have to be aware of his own spiking
health. The only other attack of concern is mind control. If someone is mind
controlled, then that person should be sheeped immediately if possible (if he
isn't standing in AoE) because the mind controlled person can quickly wreck
havoc by AoE'ing the group, or killing away at the healers, or whatnot. The
person who is mind controlled gets a huge boost of damage and can dispatch the
raid if not controlled.
At the same time, drakonids will begin flooding into the room from the left and
right gates. One color spawns from the left gate; one color spawns from the
right gate. These colors are fixed and will remain the same from the same gate
for every future try, even if Nefarian is attempted on different days (as long
as the entire instance does not reset). There are five different colors of
drakonids, and one fixed spawn - Chromatic Drakonids. It is important to split
up the raid to take advantage of the weaknesses of these colors of drakonids.
* Blue Drakonid - Mana draining attack, "aura" of -50% attack speed. Resistant
to Frost
* Red Drakonid - Short-Range Cone AoE fire attack DoT in the direction it is
facing which stacks and hurts quite a bit. Resistant to Fire
* Green Drakonid - Single target sleep which essentially stuns those near the
dragon occasionally for 2 seconds. Resistant to Nature
* Black Drakonid - Single targeted fire blast attack which hurts. Resistant to
shadow and fire
* Bronze Drakonid - Has a weak direct damage shock which also debuffs the target
with -50% Attack / Casting speed. Resistant to Arcane
In general, there are certain colors that you should AoE, and certain colors
that you should "assist train". AoE means mages Blizzard and Warlocks Rain of
Fire, whereas "assist train" means one rogue is designated as the main assist,
and all rogues and hunters assist the MA to quickly down the drakonids one at a
time.
* Red: AoE (with blizzard)
* Blue: Assist Train
* Bronze: AoE (blizzard + rain of fire)
* Green: Assist Train
* Black: Assist Train
However, then it turns out that sometimes you will get two sets of colors that
both ideally either get AoE'd or Assist Trained. There are basically two colors
where you must NOT either assist train or AoE:
* Red: Do not assist train. The AoE fire aura really hurts and will require too
much healing.
* Blue: Do not AoE. They are resistant to frost. Blizzard won't hurt them too
much.
Breakdown of colors and what should happen to each color:

Meaning, if the drakonid color combination is bronze/black for example, the raid
should AoE the side the bronze spawns on, and Assist-train the side the black
spawns on.
In all cases where red is being AoE'd, warlocks should be helping by DoTing the
drakonids in the AoE with shadow spells - Corruption and Curse of Agony. They
don't Rain of Fire because Red drakonids are resistant to fire.
Advanced Note: In your first couple Nefarian attempts, you'll want to have the
first "attempt" just be a wipe by everyone getting naked, seeing the colors, and
setting the AoE and Assist groups on their optimal sides. However, after enough
successful Nefarian kills, one can take Nefarian down on the first try all the
time even by setting the groups up in the worst possible setup (for example -
AoE'ing the blue side, and Assist Training the red side). In this case, one can
try to beat Phase 1 by just Flamestriking blue drakes, and easing the healing
load on the assist train side through the liberal use of healing consumables.
But really, there is no particular drake color where AoE does not work, or
assist training does not work - there's just "optimal" ways of dividing up the
raid.
Phase 1 - Warrior Guide
Summary: The warrior's job on both sides is very important - simply, it's to
keep the drakonids from going after the healers, who will be a constant aggro
magnet through their healing.
The ideal warrior team is 3 warriors per side. The warriors set up an order and
cycle through this as the drakonids stream out. The reason you do an order and
not just free-for-all tanking is that as the encounter progresses it gets more
and more difficult to "grab" the drakonid as it comes out because the drakonids
are going to be more and more likely to be very upset with your healers. Taunt
is therefore invaluable in grabbing the drakonid at the start and allowing you
time to apply a few sunders, heroic strikes, shield slam, taunting blade etc.
It's also helpful because it ensures a few seconds of the drakonid beating on
you and thereby supplying you with some rage. By having an order you pretty much
ensure each warrior enough time to have their taunt cooled down so they can
catch their next assigned drakonid. One last thing to be aware of is that while
the small drakonids spawn at a set interval, there are also going to be at least
three chromatic drakonids per side (if you see more than 3 during stage one you
are killing much too slow). The first of these will spawn right at the start so
warriors in the 1 and 2 slots per side will be having a drakonid right from the
get go. The other two will usually spawn just before or just after one of the
colored drakonids so communication is the key to ensuring a body on every
drakonid. How you set up your communication is up to you but the way my team
does it is the player grabbing a drakonid calls out the person's name who is
after them in the tanking order.
Taunts are occasionally resisted and that is why it is helpful to have a druid
in bear form ready to taunt an escaping drakonid and bring it back to the
warriors. It is a bad idea for a warrior to leave the killing area to chase a
drakonid since you will often be pulling mobs with you that could do any number
of bad things to those who you are trying to protect in the first place.
Unless you have 7 warriors for this, your main tank is likely to be needed for
the warrior rotations. If he is then it is very important for you to try to get
the mobs off him when he needs to leave to greet the landing Nefarian. If you
are doing this without fear ward then you need to do the same for whoever is
going to be your off tank. It is a good idea to make sure you have your OT and
MT on different doors so that you have two warriors per side to try to clean the
mobs off them. The MT should be on the Assist side because it is easier to break
off to catch Nefarian.
Phase 1 - Positioning


The healer clump in the middle should be in range to heal the people from both
gates. The Mages & Locks should stay a good distance away from the drakonids
that come out from the AoE side and AoE from there. Hunters are the same - stay
a good distance away from the drakonids that come out from the Assist side and
shoot from there. A bear druid will stand watch on both sides to pull drakonids
back to the warriors if any get loose. It is important not to spend time chasing
any drakonids that run loose, because that will waste too much time - let the
bears pull the drakonids back to the warriors.
AoE Side

AoE side: The first two drakonids should be focus fired by the mages and
warlocks. However, past that, the casters should just constantly rain area of
effect spells down upon the drakonids. The warriors will have the tough job of
keeping all the drakonids in the position; healers should be aware of when they
have aggro and should keep their aggro levels equal. In the event that a
drakonid breaks loose and goes after the healers, the bear form druid will taunt
and pull the drakonid back into the AoE. TALENTS will help a lot here. Mages
with improved blizzard and one hunter with entrapment constantly lay traps /
feign death will make the drakonids easier to control within the AoE spot.
Assist Train Side

Assist Train side: As each drakonid comes out, /assist the MA and kill it FAST.
The MA must be quick on switching targets, and he will pick colored drakonids
before the chromatic ones. There is no cap on the amount of drakonids that can
spawn - simply that they stop spawning when 20 of each color are dead. If there
are ever 5 drakonids or more out at any time on the assist train side, it means
that you have killed them too slowly and you're pretty much screwed. If this is
the case, you'll need to use more consumables, extra buffs, need more DPS on
that side, etc.
Tips:
Learning Stage 1 will be a gradual process. There are a number of things that
can go wrong:
* Drakonids are leaking to the healers.
o Solution: Usually it is one healer pulling the aggro, have that healer cut
down. It could be a warrior problem, make sure the warriors are on top of their
taunting chain. The druid in bear form can help taunt a couple back but if there
are a lot of drakonids leaking then there's something wrong.
* Drakonids are overwhelming just the AoE side .
o Solution: Make sure the drakonids really are all being controlled within the
AoE spot. Maybe there isn't enough AoE power (our guild uses 5 mages / 3
warlocks there usually and it is sufficient) in which case you can help by
giving each AoE person Greater Arcane Elixirs. If that still isn't enough, you
might want to just simply bring more Mages and Warlocks to Nefarian.
* Drakonids are overwhelming just the Assist Train side.
o Solution: Make sure the MA is switching targets well before each drakonid is
dead, make sure everyone is on top of assisting and killing quickly. If the
drakonids are running towards healers, a lot of DPS is lost so make sure the
drakonids are caught well by the warriors. If they simply are not dying fast
enough, this is usually a DPS problem; use more consumables to increase DPS,
bring a warlock over from the AoE side to help damage, or just bring more
rogues/hunters to the raid.
* Drakonids are overwhelming both sides.
o Solution: Keep working on it! It'll be smoother and smoother as warriors work
together better to keep the drakonids in control, druids get quicker at pulling
drakonids back if they slip, healers realize their place in aggro, and the
assist train becomes a well-oiled machine in killing one drakonid after another
in a machine-like manner.
At approximately 42 drakonids, (when 20 drakonids of each color is dead),
Nefarian will land. Congratulations, you have finished the hardest part of the
Nefarian encounter - hopefully, your entire raid is intact (you shouldn't have
more than 2 deaths in phase 1, and those deaths should be rare occasions where
Nefarian's mind control hits an unfortunate target). Have the MT / OT break off
at the "Nefarian landing in 10 seconds" message along with about 6 healers to
heal the tank. Nefarian will land as his dragon form while breathing a shadow
flame which will hit the entire raid (hope you have an Onyxia Scale cloak on!)
The rest of the raid finishes off the rest of the drakonids. They will stop
spawning. Then, the raid should get into Stage 2 positioning.
Stage 2 - Positioning


The positioning is basically all ranged & healers stand at max range from
Nefarian so his Bellowing Roar AoE Fear (Range: 30 yards) doesn't hit you. The
rogues are on the other side of Nefarian and are outside the range of heals:
they are responsible for keeping themselves alive.
Stage 2 - Abilities
* Cleave: Rogues shouldn't be getting hit by this.
* Tail Whip: A stun if you stand behind Nefarian, by his tail. Rogues shouldn't
be getting hit by this either.
* Shadow Flame: Very high shadow damage cone in front of Nefarian.
* Bellowing Roar: A periodic AoE fear centered on Nefarian with ~30 yard range.
All ranged / healers need to stand at max range to avoid this fear. Quick-Reflex
Stance dancing & a quick Off-Tank will be required. Or a dwarf priest.
* Healing Curse: Nefarian occasionally casts a curse which reduces healing on
the MT by 75%. This needs to be removed ASAP.
Stage 2 - Warrior Guide
This is most complicated when you have no fear ward and so the below is assuming
you do not have it.
When Nefarian is going to cast a fear, the ground will shake just like it does
for Onyxia. From Ground Shake to Fear, you have 2 seconds to change stances.
That is not much time at all, especially if your MT just used an ability and is
on his global cooldown, but it is very possible for your MT to be able to switch
to berserker stance to pop their berserker rage. Possible doesn't equate to
success every time, nor does Nefarian help by his unpredictable fear timer. The
point here is that your MT will miss fear sometimes - while he is feared,
Nefarian will ignore him until the fear times out and switch to the person he
hates the most who isn't feared. If your raid likes living, this must be your
off tank.
The off tank will spend the entire rest of the fight being unconcerned with
damage and only with generating enough threat to be higher on Nefarian's hate
list than any healers or any DPS that is not getting feared. Because you will
sometimes see more than one fear in 30 seconds, the cooldown time for your MT's
berserker rage, it is important for your off tank to be ready to use his
berserker rage before the fear goes off so that aggro will transfer smoothly
from the feared main tank to the immune-to-fear off tank. The off tank will then
immediately run to the spot where the MT was tanking. When the fear breaks from
the MT, Nefarian will switch back over so the MT needs to get himself back into
position ASAP.
Even with fear ward it is recommended to have an off tank for the situations
where fear ward is on cooldown and the MT is either unable to get into berserker
in time or has his rage on cooldown for some reason.
Class Call-Outs:
At a set interval, roughly every 30 seonds, CT-Raid will announce ** CLASS CALL
INCOMING ** and a few seconds later a random class call will occur.
* Druids: Druids will be stuck in cat form. Can't heal in cat form so
paladins/priests have to pick up the healing. Just sit around... Jump... Look
pretty. Resist the temptation to go up and melee, as a fear could bring you into
Nefarian's Shadow Flame Breath.
* Hunters: Your ranged weapon will break. This effect is permanent. Therefore,
whenever ** CLASS CALL INCOMING ** is announced on CTRA, you should remove your
weapon and put it in your backpack. After the class call is given, put it back
on and start firing again. Alternatively, if your hunters are rich, they can
place a repair bot and just always fire and simply repair when their hunters
break. This will increase DPS.
Tip: To remove your ranged weapon and put it in an inventory neatly in one
button, here's a nice macro:
/script PickupInventoryItem(18);PickupContainerItem(0,10);UseContainer(0,10)
(0,10) means bag space 0 (counting from the right, so 0 would be the original
backpack), 10 is the bag slot, starting from top left.
* Mages: You are still in control of your character, but you will cast instant
random polymorphs on the raid. These must be dispelled/cleansed instantly,
ESPECIALLY if the MT gets hit by one. The talent Ice Block works to remove the
debuff, so picking up the talent will be extremely valuable.
* Paladins: Will cast Blessing of Protection on Nefarian, rendering all attacks
useless. Take a nap.
* Shamans: Corrupted Windfury and Healing totems are placed which help Nefarian
and not the party.
* Priests: Your heals will DoT your target so stop healing.
Druids/Paladins/Shamans need to pick up all healing when this occurs. The moment
he calls out the priest call all heals (except renew and shield) will give
corrupted healing, so instead of waiting for the priest call to stop (by then it
will be too late and the main tank will have 3 corrupted heals on him), priests
should stop healing whenever ** CLASS CALL INCOMING ** is announced.
* Rogues: Nefarian will turn to you and you will be teleported and rooted either
in front of Nefarian or in the back/side of Nefarian. If you take a shadow flame
you're going to die, unless you have a Greater Shadow Protection Potion's effect
on you. If you get teleported in front of Nefarian, the main tank should run
through Nefarian and turn him 180 degrees.
* Warlocks: Warlocks summon a small zerg of infernals that have a light AoE fire
aura. Easily AoEable. Mages will arcane explosion these.
* Warriors: Warriors will be stuck in berserker stance. DPS needs to lighten up
since the MT will be generating 20% less agro than usual. Healers amp up the
healing a lot since MT will be taking 20% more damage than usual.
Tip: Perhaps the most devastating thing that can happen is the warrior call
combined with the healing curse. Just spam heals whenever the warrior call is
given, and make sure the healing curse is quick to come off.
Stage 3 - Construct Zerg
Nefarian Stage 3 occurs when he reaches 20% HP. All the corpses from the
previous zerg come back to life as Constructs (similar to those in the
Scholomance basement). They have very little HP and are easy to AoE down.
Preparation: Set up half your casters to AoE the left side, half your casters to
AoE the right side. Have them wand to regain lots of mana from Nefarian 30% and
onwards. Assign one mage each with Improved Blizzard to start blizzarding on top
of the corpses so the moment they pop up they will be slowed. Assign one or two
healers to each side to heal the warrior tanking the zerg.
When Nefarian is ~22%, the raid should be getting into position to prepare for
Stage 3.
Warriors: All warriors will cease DPS and run through Nefarian to park them in
front of the zerg. We will set up a chain Challenging Shout/Shield Wall
rotation. You will have ~50 mobs beating on you for ~200 dmg per hit, so that's
why you will need shield wall.
Melee DPS: Rogues can either help out with AoE'ing the constructs by throwing
Stratholme Holy Water or engineering bombs at the constructs, or just keep
whacking away at Nefarian. Initially, the rogues should bring Stratholme Holy
Water to help AoE until your raid is familiar with this phase.
Casters / Ranged: Frost Nova rotations + snare effects and AoE the constructs
into the ground. Casters, use a Limited Invulnerability Potion and go nuts!
Healers: When the Stage 3 zerg occurs, send one or two healers to each side to
help heal the warriors tanking the constructs.
After the zerg is finished, this fight is just a continuation of Phase 2 with no
extra surprises thrown in. Keep cracking away steadily and take down the last
20%!
Credits
Timeless Requiem for their spirited efforts on Nefarian. May your first-kill
cheers on Ventrillo be as ear-piercing as the ones we had.
Thanks to Pacifist for the previous guides of How to Kill Ragnaros / Onyxia
Guides, the format is drawn from them.
This guide was created by Angelie of Timeless Requiem, with much help from
Seiteki and feedback from the guild. Credit goes out to Bolii for the extremely
in-depth Warrior guides!
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