Summon Spirit of Korth'azz, Summon Spirit of Blaumeux, Summon Spirit of Zeliek, and Summon Spirit of Mograine will summon a spirit version of the horseman whenever they die. The enrage happens after 100 marks have been cast by each horseman, meaning it takes about 20 minutes before it happens! That's a long enrage timer! Shield Wall goes out at 50% health and 20% health for each horseman, lasting for 20 seconds and reducing all damage dealt by a significant amount.Įnrage allows the individual horseman to use their abilities without cooldown. Players will need to adapt their positioning depending on what boss they are fighting nearby during this encounter. This spot allows players to drop the mark debuffs safely, and where backup tanks can wait patiently for their turn to run in and take over, in case something goes wrong at one of the bosses.Īll of the bosses have a shared pool of abilities, while each boss will have one mechanic that is unique to them. Each boss needs to be tanked in the corners of the room, ensuring the bosses aren't too close together, as there will be overlap and players will be getting hit with two mark debuffs instead of just one.īackup tanks can be assigned to stand in the center of the room in the safe spot, just in front of the platform where the four horsemen were pulled from. Healers will need to be moving across the room, like the entire raid does and have to be prepared to heal whichever new tank they approach after a rotation.įour tanks need to be assigned on the initial pull of each horseman, immediately taunting and dragging their boss to the specified corner.
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When damaging Thane Korth'azz, melee need to stay stacked up so they don't get obliterated by a Meteor, when attacking Lady Blaumeux, melee need to avoid standing in the Void Zones, when attacking Sir Zeliek, melee need to move away from the tank before a Holy Wrath goes out, and lastly melee should never be getting hit by Highlord Mograine. Melee should ensure they don't get too many stacks of mark debuffs, ensuring they don't go over 3 or 4 total marks.Each of the Four Horseman can be Disarmed, so Tanks should absolutely use as a defensive tool, to stop the auto-attacks from each of the bosses.There is 20 seconds from the moment the horseman are pulled before the first mark goes out, so that is plenty of time to properly position each boss. Four tanks should be assigned to each of the Four Horseman, and on pull need to immediately drag their assigned horseman to the proper corner of the room.Whenever the tank gets too many stacks from one of the horseman, an auxiliary tank will temporarily take over, allowing for the initial tank to rotate to a different boss. Essentially, tanks will have to maintain each of the four horseman in their own corner of the room, maintaining threat while the rest of the raid rotates between bosses. This boss goes very smoothly with 8 tanks that are all aware of their assignments and understand how the boss mechanics work. Tanks are the most important part of this encounter, Warriors and Feral Druids.Maul of the Redeemed Crusader - Two-Hand Mace.Leggings of Apocalypse - Leather DPS Leggings.Desecrated Tunic - Tier 3 Token Paladin, Hunter, Shaman, Druid.Desecrated Robe - Tier 3 Token Priest, Mage, Warlock.Desecrated Breastplate - Tier 3 Token Warrior, Rogue.Splinter of Atiesh - Quest Item for Frame of Atiesh.This guide provides tips and strategies for defeating The Four Horsemen encounter in Naxxramas in Classic WoW.
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Without 8 tanks, this fight can quickly turn into a nightmare because of the unique debuffs each horseman casts on the raid, requiring the entire raid to rotate between each boss, and keeping them under control in each of their own corners. The Four Horseman encounter is one of the most infamous in all of Classic, as it has a demanding requirement of guilds having 4 tanks that have above average gear, as well as 4 secondary tanks to hold on to the bosses while the original 4 tanks rotate around the room. This guide provides tips and strategies for defeating the Four Horsemen encounter in WoW Classic Naxxramas. "The Four Horsemen" Thane Korth'azz, Lady Blaumeux, Sir Zeliek, and Highlord Mograine are the third and final boss in the Military Wing of Naxxramas.