What makes Kel Thuzad such a hard fight?

I’ve heard top guilds call Kel Thuzad one of the hardest fights in WoW history. Why is this? Does the fight include a lot of mechanics that have to be followed 100%?

It’s 15 minutes long. People have zero attention span.

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Not sure but I’m willing to bet its easier than expected now a days. Most people will be clearing it after a few attempts I would bet.

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I think it’s mostly the final phase. When he gets to 40% or whatever a bunch of crypt lords come out and they need to be CCd or tanked or whatever. That combined with everything else Kel’thuzad does. He casts a frostbolt on a random target which needs to be interrupted because it will literally one shot people. He also does a thing that freezes people and they take 104% of their health in damage over 10 seconds or something like that. If melee are too stacked it’ll hit too many and people will die. He also does a frostbolt volley.

He’s a relatively tough boss but I don’t think he’ll be the hardest one in Naxx.

Haze of memory combined with the absolute rarity of people who ever saw him.

Not particularly no.

Phase 1 is all about mindless nuking of adds while Tanks control Abominations, so unless your ranged get completely bored and just stop attacking anything, no one is going to fail here.

Phase 2 is all about proper spread around the room and a locked down kick rotation. The spread portion is less worrisome than C’thun because it doesn’t cause instant one-shots, but rather just taxes the Healer’s mana, whether we’re talking the freeze or the arcane explosion. You also have to watch your feet but that’s personal responsibility only and if you lose some folks you aren’t really going to fail. Honestly, kicks are the biggest priority, as failure will kill the Tank.

Oh and there are MC shenanigans, but that’s what fears/sheeps are for, just like on every other MC boss we’ve had. Mages have to do more than plant their feet and nuke but that’s hardly a feat.

Phase 3 is more of the same from Phase 2, but now you have big adds that can be shackled and OT’d in a corner. That’s literally it. Your guild will figure out what they can manage best, but these guys have a soft-enrage in which they keep getting nastier and nastier as the fight progresses, so burning KT through this phase will be the priority. Really though this is just so the OTs during Phase 1 have something to do, since Phase 2 they’re just sorta in-the-way as freeze targets if they clump in the melee stacks.

That’s it. The DPS requirements aren’t notably tight, and Phase 1 will eat up a substantial period of time simply because you just have to wait out the waves of enemies to finally move on to KT himself. Expect a lot of boredom and be prepared to hard assign regions for groups to stand, just like C’thun, and you’ll be fine.

No player has more than 2 things to stress over really on this entire fight, so explanations should be role specific rather than making the entire raid listen to an entire explanation. (ie Rogues, stack tight on KT’s backside, never miss a kick, don’t stand in bad)

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Positioning, interrupting, crowd control all have to be top notch or risk a wipe. Also the shackling/kiting of the abominations have to be great as well.

Very few people have any actual first hand experience with the original 40 man version of Kel’Thuzad outside of private servers. A lot of the difficulty can only be inferred from sheer numbers or knowledge of the mechanics but not from actual direct experience.

He remains one of the most mysterious raid bosses in all of WoW history in his full form.

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I hope you’re priests who got the eye off cthun grabbed the ring with hit on it and not the neck!

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You don’t need hit for KT. Even for the fights you need small amounts of hit, you never need much so taking the hit bring is pretty much a waste

It’s for the priests to land shackles in all of Naxx.

The healing neck really is marginal. The ring is much better.

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Most guilds arent going to shackle at all, theyll just burn through them. They have almost no HP by today’s standards. Even guilds that do it isnt worth gear swapping for. Maaaybe get Jindos staff and that’s it. You literally never need more than 4% for any fight

It’s not a complex fight. Position properly at the start, coordinate kicks on frost bolts, and step out of void zones, that’s 80% of the fight mechanics.

Be aware and maybe actually put CC on your action bars for mindcontrolled people, pace your mana because it is a long fight, and manage the adds that come in the last phase.

It’s going to be a lot easier since people have been raiding naxxramas on wrath private servers for years and know the gist of the fight.

It’s not that it’s hard, it’s that many guilds just didn’t get to him back in the day, the few that did didn’t have many attempts. I think my vanilla horde guild got to him twice before people started to not log in anymore because they knew TBC was coming so we never got to finish him.

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i agre, everyone talked about aq and stuff, and in 3 weeks the fun of aq gone, its more easy tham bwl

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Kelthuzad would be a trash pack in retail mythic raids.

It will be a cake walk just like everything else.

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This, basically.

Whoever told you it is “the hardest fight in WoW history” is either wrong or trolling.

…that being said, it is one of, if not the hardest boss in vanilla, because:

-It’s 15 minutes long

-Almost everything can wipe the raid if you do it wrong

-There’s very little margin for error

among other things.

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What makes Kel Thuzad such a hard fight?

Same thing that makes anything more difficult in this game… other people

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KT and Naxx as a whole won’t be difficult, especially by today’s standards. However it’s the first “real” raid in wow history. It’s the only raid in classic where there are multiple mechanics you have to follow, and bosses have enough health that they will last for more than 30 seconds. It’s for sure a step up in difficulty, and guilds who are accustomed to the relative ease of MC though AQ and expect Naxx to be similar might struggle a bit. And by struggle I mean take 3-4 weeks to full clear, not 12 weeks for 4HM like in vanilla.

You really only need to shackle for 2 fights in naxx, and KT phase 3 is really the only important one where hit might be a good idea. So you’re saying don’t take the best neck you can get in the game for a ring that is only useful for one phase. Yea that’s totally a smart idea.

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