Naxxramas Achievements

The Achievements of Naxxramas Luckily, there are plenty of achievements available in Naxxramas (Naxx) for those players that want to fill in their achievement point total. In Naxx there...

The Achievements of Naxxramas

Luckily, there are plenty of achievements available in Naxxramas (Naxx) for those players that want to fill in their achievement point total. In Naxx there are 38 achievements; 19 for 10-Man and 19 for Heroic/25-Man instance runs. That may seem like a large number of achievements (which it is), however most of them are fairly straightforward and require completion of the various wings or downing the bosses.

The overall achievements include 14 of the straight forward “kill” achievements, 22 boss-specific achievements and 2 special achievements for not having anyone in the raid die. Of course all of these achievements are part of the meta achievements; Glory of the Raider, and Glory of the Heroic Raider. These two meta achievements once provided a Proto-Drake with 310% flight speed, until Patch 3.1 when Blizzard removed it (like the Amani War Bear from Zul’Aman). Players can still get the achievement, just not the drake.

This guide assumes that you have cleared Naxx or have read the overall strategies for each of the fights so that you are familiar with the mechanics of each of the encounters. If that is not the case, please review the rest of the guide to get a well-rounded read on the fights, and then come back to hone your skills.

The Undying versus the Immortal

There are two very popular achievements to strive for while completing Naxx in its entirety. These two achievements require no special action on the part of the raiders, except that none of the raid members may die. If one dies, the entire raid will have to wait a week to try for that one again. There are quite a few players running around with the “the Immortal” after their names, so it can be done. The group must be quite prudent while avoiding all of the silly ways to die in the instance such as playing frogger in the Construct Quarter. Keeping your wits and not overextending during the boss fights and trash pulls will earn you this title, but it is difficult.

The Killer Achievements

Clear each of the quarters of their bosses and you will receive the following 14 achievements (listed in alphabetical order):
  • The Arachnid Quarter, both Normal and Heroic (25-Man)
  • The Construct Quarter, both Normal and Heroic (25-Man)
  • The Military Quarter, both Normal and Heroic (25-Man)
  • The Plague Quarter, both Normal and Heroic (25-Man)
  • Sapphiron’s Demise, both Normal and Heroic (25-Man)
  • Kel’Thuzad’s Defeat, both Normal and Heroic (25-Man)
  • The Fall of Naxxramas, both Normal and Heroic (25-Man)
These are straight-forward in design, but can be difficult to complete as you have to clear the complete instance twice - once on normal difficulty and once on heroic. Please refer to the boss strategies section of the Naxxramas Guide for information on how to complete these kill quest style achievements.

Once groups get accustomed to downing the bosses, the next rung in the ladder of difficulty is to attempt some of the hard-mode achievements. These achievements require the raid to be more creative in how to accomplish the goal of killing the boss. Some of the added layers of difficulty include lowering the raid’s frost resistance (See “The 100 Club” below). Others require the raid to intentionally make the encounter more difficult while still completing the clearing of the boss.

Boss Specific Achievements

All of the following achievements can be completed in both the Normal mode and Heroic mode. Unless otherwise specified, the strategies for the heroic achievement are the same as the normal.

And They Would Go Down Together
Defeat the Four Horsemen, ensuring that they all die within 15 seconds of each other.

This is a coordination of DPS fight (like so many fights in the game). Dropping all four targets within 15 seconds is true test of DPS management. There is a 20 minute enrage timer, so speed is not critical. Coordinating the timing is. The most widely used method for completing this achievement includes two tanks, three healers, 5 DPS split amongst melee and ranged.

The four bosses consist of 2 melee (Thane and Baron) and 2 ranged attackers (Zeliak and Blaumeux). Have the two tanks take the melee bosses to their standard corners near the door and two ranged attackers take the ranged bosses back to their corners in the back. The melee tanks will both need a healer and the ranged DPS on Zeliak will need one as well. Hopefully one of the DPS is a hybrid (Retribution Paladin, Enhancement/Elemental Shaman, Feral/Balance Druid, etc.) and can heal the other ranged on Blaumeux.

Once set up and started, the front melee tanks and back ranged DPS tanks will still need to switch like normal at 4 stacks (switch means that they meet halfway and taunt the other player’s target so that effectively you have switched tanking targets). The stacks of debuffs will quickly outrun the healing if you go over 4 stacks of the debuff.

Once in the rhythm of switching and watching the health bars of the bosses, there needs to be coordination of the damage being done. When the bosses get to 10% health the balance is critical. At 3-4% pop Bloodlust/Heroism (assuming you have a Shaman) and everyone should blow through their cooldowns to burn their targets as fast as possible.  You may have to experiment with your group composition to even out the damage, or you can attempt to rotate damage dealers when the tanks are switching targets. At that point it’s about group preference and whether throttling DPS is easier than migrating people around the encounter.

Defeat Maexxna within 20 minutes of Anub’Rekhan’s death.

This is a speed test. How quickly can you get from Anub’Rekhan’s corpse to downing Maexxna? The key to this achievement is to not waste time (obviously!). Put master looter on someone who can stay at Anub’Rekhan’s and The Grand Widow’s corpses and dole out loot while the rest of the party continues clearing trash on the way to the Grand Widow and Maexxna. If your group isn’t chain pulling, then you won’t get through the trash and both bosses in time. Work on staggering the pulls by the tanks, and don’t dilly or dally.

Make Quick Werk of Him
Kill Patchwerk in 3 minutes or less.

This is another straight forward achievement where the goal is pure DPS. In this fight there should be a tank on Patchwerk, an OT for the Hateful Strikes (2 OTs in Heroic), while DPS pours it on and the healers never stop healing. During this fight, Heroism/Bloodlust from a Shaman is imperative as the raid will need to be running at about 73,000DPS for a 25-Man raid. This fight is very straightforward, it just takes damage, and lots of it.

Momma Said Knock You Out
Defeat Grand Widow Faerlina without dispelling Frenzy.

Unlike the previous achievements, this one requires a different strategy than the typical clearing strategy. Usually the Grand Widow’s apprentices are killed during her Frenzy time which automatically dispels the Frenzy. There are two basic strategies for completing this achievement.

First strategy:

Using two fairly well-geared tanks, have them agro swap during her Frenzy and eat the damage. This requires strategic use of cooldowns for damage mitigation and that the healers are having a good night.

Second Strategy:

Similar to the first strategy, the second strategy is to have the entire raid focus on downing the boss while the well geared tank uses every damage mitigation cooldown available and “eats” the damage.

In Heroic mode the Widow can hit for 20,000 (approximately 15,000 in normal mode) during Frenzy, so gear on the tank(s) and healing output is essential.

Just Can’t Get Enough
Defeat Kel’Thuzad while killing at least 18 abominations in his chamber.

This one will keep you on your toes. Completing a KT defeat is fun enough when the skeletons, abominations and banshees are strolling in on their own; this achievement requires that you pull additional abominations from the rooms. Through the normal course of the fight, 6 abominations will head towards the center of the room. This means that your group needs to pull an additional 12. The good news is that there are plenty of abominations to pull in the alcoves, and the better news is that they are not linked to the other mobs in the same alcove – if you can complete surgical strike-pulling and just grab the abomination. One way to get those additional 12 abominations is to have two tanks each pull 2 groups of 3 abominations through a series of trade-offs. For example, tank one pulls, the abominations get burned down, tank two pulls while tank one lets the abomination debuff wear off, then tank one pulls again. The timer is ticking, so don’t waste time. This all happens prior to the real fight with KT so think of it as an appetizer that eats like dessert.

Defeat Thadius without anyone in the raid crossing the negative and positive charges.

There are two standard methods for completing this encounter (which really starts after the first two adds are killed and you head to Thadius). There is the four corner strategy or the more popular Positive one side of Thadius, Negative on the other method. Either one can help you gain this achievement, but the reality is that everyone needs to pay attention. As we all know, raid attention span is just barely longer than a global cooldown, so have them all juice up on ginko bilobo or some other attention remedy. Your odds will go down sharply if someone doesn’t make the jump to the platform at the beginning of the fight as well, so make sure everyone practices their Mario jumps.

Spore Lose
Defeat Loathebin without killing any of the spores.

Unlike many of the other achievements, this one will make you change up your normal strategy. The spores have very little health and any AoE damage will kill them (yes even Molten Armor if a mage is close, or Searing Totem). All classes should remove any passive shields such as Thorns, Lightning Shield, Retribution Aura, etc. Next, all classes need to use only focus fire on Loethebin. Any multi-target attacks will hit the spores and they will drop. This includes, hunter’s multi-shot, Paladin’s Divine Storm and Hammer of the Righteous, a whole host of Death Knight abilities.

This achievement isn’t that hard, but it is completely contrary to the standard strategy for the encounter.  Hold focus fire, let the spores do their thing, and hunker down for a low DPS version of the fight. You need to keep up the DPS blasting though, the timer is ticking.

Defeat Thadius with less than 9 people.

Just to make sure we all understand the syntax, the achievement is gained by defeating Thadius with 8 people or less. Less than 9 is a cute way of saying 8. For this achievement, composition is important because during the first phase with the two adds, you need two tanks. One of those tanks needs to be able to switch over to be a real contributor during the Thadius part because you’ll be down 2 players. The overall boss strategy stays the same as a non-achievement run. A typical group composition would be: Main tank, Hybrid off-tank (to switch to DPS), 2 Healers and 4 DPS. You must maintain significant DPS to beat the enrage timer, so the healers will have to be on top of their game as well. It helps if one of the DPS is a hybrid and can drop a heal or two as needed. If done correctly, the raid should also get the Shocking achievement because you shouldn’t be making your healers work overtime due to missed polarity shifts.

The Dedicated Few
Defeat all of the bosses except the Four Horsemen with less than 9 people.

Two key components to this Achievement: it doesn’t have to be completed in one raid lockout timer – it can be accumulated over time; and as noted above, the Four Horsemen are not part of the requirements. Since Dual Spec became available, it seems as if this should be an easier achievement to get, but some of the fights are downright tricky without those other raid members. The key ingredient to this achievement is gear and experience. Each raid member will need to be well geared – essentially each player in the raid is equal to 1.25 times a normal raid slot (each person is making up 1/8th of the 2 missing slots plus their own slot (check my math)). The other key component is fight knowledge. Each of the players must know the fights quite well so tanks aren’t wasting time pulling something off of someone who pulled aggro, and the healers aren’t being overworked, etc. The strategies of the individual fights don’t change, just the amount of resources available does. The tough fights are Gluth (bring someone who can kite, or a Death Knight with Frost Presence to deal with the Chow) and Sapphiron. Sapph is a tough one as everyone must stay out of the blizzard. Healers don’t have time or mana to heal some wingnut standing in the blizzard.

The Hundred Club
Defeat Sapphiron without any member of the raid having a frost resist value over 100.

We got this one by accident and without even knowing that we should have all of our frost resist gear. This achievement is very straight forward. The biggest problem is making sure everyone removes frost resist gear and buffs. As with a regular Sapphiron kill, staying out of the blizzard is a key idea.

The Safety Dance
Defeat Heigan the Unclean without anyone in the raid dying.

This achievement turns an easy fight into a stressful race around the floor tiles. The actual fighting portion of this encounter is trivial compared to the molten slime component. This achievement doesn’t change any aspect of the approach to the encounter, so read up on that section of our guide. Killing Heigan is cake, running across the floor in unison and dealing with lag issues and overall raid attention span are the hard parts.

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