World of Warcraft: Naxxramas Raid Guide
Approaching Lich King's starter for ten.
With Noth out of the way, a gate to a dank grotto filled with grubs, bats and shambling beasts is revealed. After clearing a path through it, the raid will confront one of the more notorious inhabitants of Naxxramas, Heigan the Unclean. A fight split between two alternating stages, the first sees Heigan dragged back and forth across the floor of his chamber by the tank and melee while the healers and ranged attackers stand on his platform. The second phase begins when Heigan teleports back to his platform and starts channelling a deadly aura around him, forcing everyone off. It's at this point the Heigan Dance begins. Acid erupts from the floor below and the raid must quickly run across the room, stopping briefly at certain safe spots before moving off to the next. Any delay or wrong positioning will see players almost instantly killed by the eruptions, so knowing when and where to move to is crucial. After avoiding 8 or so eruptions, Heigan will rejoin the fray, and so things repeat until he finally dies.
After Heigan is a corridor filled with rapidly respawning grubs and faintly sinister eye-stalks. Originally it was used as part of the Heigan encounter, with a few players randomly teleported to the far end of it and having to battle their way back to their teammates. Now, it simply serves as the last minor obstacle before the final boss of the Plague Quarter, Loatheb.
In his original form, Loatheb was arguably the epitome of all that was wrong with raiding prior to the 2.1 patch of The Burning Crusade. Requiring almost every buff possible for every serious attempt, it was not unheard of for guilds to pay other players hundreds of gold to turn in items that provided world buffs (Onia's Head, Hakkar's Heart and so on) for any advantage they could get to defeat him. Fortunately, while the basic principles of the fight remain, it's been changed to be far less demanding. Loatheb's main ability is a Necrotic Aura which is applied to the entire room. Lasting for 15 seconds at a time, it negates any and all healing effects completely, even potions and healthstones. Additionally, he places various curses on the raid which deal damage over time and gradually leave everyone's health perilously low. Once the Necrotic Aura runs out, there are a few seconds before it's reapplied so the healers must use that time to heal both the tank and the raid as much as possible.
The other component of the fight are spores which periodically appear. When destroyed, they shower a small area directly beneath them with a buff that grants whoever receives it increased damage and chance to hit, and they're essential for undergeared groups if they are to have a chance of victory (though naturally there is an achievement based around not using any at all).
The Military Quarter
Rounding off the four corners of Naxxramas, there is the Military Quarter, where the Lich King's Death Knights like to hang out and swap fishing stories. There are lots of patrols to be dealt with here, more than in the other wings, and it can take some time to clear through to the first challenge of the area, Instructor Razuvious.
A fearsome Death Knight, and Karate Kid fan to boot, Razuvious is accompanied by a pair of students who are key to defeating him. Unlike other bosses, Razuvious generally hits far too hard for any tank to realistically cope with so, thanks to the handily-placed mind-control devices, his students must be used to taunt and tank him instead, while the raid attack him. The students must take turns, as even with their greater health, they will quickly die unless their Bone Armour ability is available to use to reduce the damage taken. In addition to his great strength, Razuvious will also randomly throw knives at players and cause AoE damage to everyone with a Disrupting Shout. Though initially tricky, this is one of the easiest encounters in Naxxramas and it shouldn't take too long to beat.
Following Razuvious and the various trash packs lurking after lies Gothik the Harvester, observing all from the safety of a balcony high out of reach. A wall and gate divides his room in two and the raid must equally split into a side each. Once the encounter begins, the gate slams shut and Gothik sends his legions into battle on the left side of the room, slowly at first, but in eve- increasing and more powerful numbers. Each that dies on the 'live' side is then raised to attack the players on the 'dead' side of the room. The danger here lies in the live side team killing their enemies so quickly as to swamp the dead side, yet killing fast enough to make sure they themselves aren't overwhelmed instead. After a few minutes of this, the waves cease, and Gothik leaves his balcony to join the attack on the live side group, teleporting back and forth between both sides of the room. Eventually, the gate opens and the players are reunited as they try and finish him before his ever-increasing debuff reduces the raid's stats completely and kills it.