Lady Naz'jar (tactics)

Lady Naz'jar is the first boss of the Throne of the Tides. She can be found in the depths of Throne of the Tides, and needs to be killed to unlock other bosses.

Lady Naz'jar played a pivotal role in the retaking of Vashj'ir from the brutal Kvaldir, earning her Queen Azshara's favor. Recently Naz'jar spearheaded an assault against Neptulon and succeeded in cornering the powerful elemental lord within his throne room.

Abilities

 * [[Image:spell_nature_lightning.png|32px| Blasts the target with lightning, dealing 141375 to 158625 Nature damage.]] Shock Blast - An interruptable spell which takes 3 seconds to cast. The spell deals 33,250 to 36,750 damage to the target, which is about half of the hit points to the tank at early levels, a tank can therefor survive without the spell being interrupted, but it is adviseable to do so.
 * [[Image:spell_nature_lightning.png|32px| Blasts the target with lightning, dealing 141375 to 158625 Nature damage.]] Shock Blast (Heroic) - An interruptable spell which takes 2 seconds to cast. The spell deals 141,375 to 158,625 damage to the target, which is devastating against the tank, which is why it is vital that the group are able to interrupt each cast.
 * [[Image:Spell frost chillingblast.png|32px| Summons a Geyser at a random player's location. After 5 seconds, this Geyser errupts, dealing 23750 to 26250 Frost damage and knocking back all enemies within 0 yards of the target area.]] Geyser - Summons a geyser on the ground under a random player that erupts after 2 seconds, launching the target into the air. The spell deals 23,750 to 26,250 damage to any characters standing over it when it erupts.
 * [[Image:Ability_creature_disease 03.png|32px| Hurls deadly fungal spores at a random target, exploding on impact in a 0 yard radius. Any targets caught within this radius take 10000 Nature damage every 3 sec for 15 sec.]] Fungal Spores - Fungal Spores will be thrown at a random players feet, which deals 10,000 every 3 seconds for 15 seconds, the debuff is removable, but is not prioritized, moving away from the Fungal Spores is a better way of avoiding it.
 * [[Image:inv_elemental_primal_water.png|32px| Creates a whirling vortex of water, periodically knocking back enemies within 0 yards. In addition, the whirling water will deflect any spells cast at the caster and cause all ranged attacks to miss. Lasts 1 min.]] Waterspout - A 1.5 second cast that buffs Lady Naz´jar, which causes all spells cast on her reflect, and all ranged attacks on her miss.
 * Nearby enemies will also be knocked back, making her immune for 1 minute. During this minute, 3 adds will spawn: 2 Naz'jar Tempest Witch (spell casters) and a Naz'jar Honor Guard (melee dps).
 * Lady Naz´jar will engage in the battle again after one minute, whether these adds are killed or not.
 * Lady Naz´jar casts this spell twice during the encounter, at 66% hp and at 33% hp.
 * The Tempest Witch casts two different spells, a 2 second cast Chain Lightning and a 1 second cast Lightning Surge. The Lightning Surge deals 14138 to 15862 Nature damage, while the chain lightning deals 9,250 to 10,750 Nature damage in normal mode and 37000 to 43000 Nature damage in Heroic mode. He does not cast any noticeable spell, but has a nasty enrage ability.
 * When all of the adds are killed, you can proceed to kill Lady Naz'jar.
 * During this phase in Heroic mode, mini water tornados will spawn on the boss, about 5 at a time, and then proceed to move outwards towards the edge of the room. These must be avoided, as if they contact a player, that player becomes ‘stunned’ and is carried to the edge of the room while taking a steady stream of damage.

Strategy

 * When you start the encounter, the gates you enter from will lock. Periodically she will open a Geyser. Players have to dodge these or it'll deal about 25k damage to all players standing on it, as well as lunging them into the air.
 * When she casts Waterspout at 66% and 33%, you'll be met with two Naz'jar Tempest Witches and one Naz'jar Honor Guard. The damage the Naz'jar Tempest Witches do is moderate but can prove to be a problem when dealing damage to multiple enemies, which is why one of these Tempest Witches should be crowd controlled, and the other interrupted and nuked down fast. The Naz'jar Honor Guard is definitely prioritized last of the three mobs, but in Heroic mode, The Honor Guard can be particularly bothersome, and do a lot of damage. If the group does not feel prepared to deal with the damage, consider crowd controlling the Honor Guard instead.
 * Ideally, a group will have 2 or more crowd controllers. Polymorph (mage), Hex (shaman), and Repentance (retribution paladin) are all capable of repeatable long-term crowd control on humanoids. Also, in an emergency, a rogue can use Vanish and Sap for a one-time CC. If a group has two crowd controllers, they should coordinate to stop the casters and then focus down the honor guard. Establishing before the fight which side each crowd controller will be on helps greatly (the casters spawn to the left and right sides of the room, at the edge of the center ring). Overall, communication is key.

Quotes

 * Aggro
 * Yell


 * 66%
 * Yell


 * 33%
 * Yell


 * Killing a player
 * Yell
 * Yell


 * Death
 * Yell

Videos
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Heroic
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