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{{for|the mob|Felhound (mob)}}
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{{for|character biography|Lady Naz'jar}}
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{{npcbox
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[[File:Felhound.png|thumb|300px]]
 
  +
|name = Lady Naz'jar
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[[File:Felbeast sketch.jpg|thumb]]
 
  +
|image= Lady Naz'jar tactics.jpg
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|race = Naga sea witch
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|creature = Humanoid
  +
|level = 81
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|type= Elite
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|location = [[Throne of Neptulon]], [[Throne of the Tides]]
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|faction = Combat
  +
|health = 1547k
  +
|status= Killable
  +
|instance=Throne of the Tides
  +
}}
   
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'''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.
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'''Felhounds''', or '''fel hounds'''<ref>[[A Steamy Romance Novel: Northern Exposure]]</ref>, are [[Fel stalker|demon hounds]] used by the [[pit lord]]s to sniff out sources of magic wherever they can be found. Felhounds, who feed upon magic itself, are fond of draining the energies of hapless wizards and then ripping their bodies to shreds.<ref>''[[Warcraft III]]'' manual, pg. 136</ref>
 
   
  +
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.<ref>[[Encounter Journal]]</ref>
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Felhounds are [[demonic hound]]s that feed on magic; they can sense the presence of nearby magic and hunt spellcasters unerringly. This red-skinned creature looks vaguely like a [[hound]] — though one with a massive, toothy head that makes up nearly a third of its length. Great horns jut out above its solid white eyes. Their powerful jaws are huge and filled with slender teeth. Their eyes are weak; to get around, felhounds rely on their ability to sense magic. This sense is also how they track their prey. Felhounds are pit lords' personal hunting hounds, starved for both blood and arcane energy. Pit lords grow felhounds somewhere in the [[Twisting Nether]]. Felhounds do not speak, though they understand [[Eredun]]. Felhounds treat [[spellcaster]]s, particularly [[arcane]] spellcasters, as layered desserts with meat on the outside and magic on the inside. Less magical characters are worth notice only if they have damaged a felhound.<ref>''[[Monster Guide]]'', pg. 70</ref>
 
   
  +
Before fighting the mistress herself, the group must overcome several of her naga servants and murlocs.
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==Other types==
 
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*[[Fel stalker]]
 
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**[[Adamantine stalker]]
 
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**[[Felhunter]]
 
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*[[Fel ravager]]
 
   
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==In WarCraft III==
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==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.
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{{WC3-section}}
 
  +
*[[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.
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The '''Felhounds''' first appeared in [[Warcraft III: Reign of Chaos]]. They were as fast as [[Knight (Warcraft III)|Knights]], as resistant as an un-upgraded [[Grunt (Warcraft III)|Grunt]], and possessed the Mana Burn ability, which deducted a target enemy's current mana pool by a maximum of 100, dealing damage equal to the amount of mana burned. They also had a Chaos type attack, making them more effective against buildings than regular units.
 
  +
*[[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 for 5 seconds, while taking a steady stream of 5000 Frost damage every half second.
   
  +
==Strategy==
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;Appearances
 
  +
*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.
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<blockquote>''The [[Burning Legion|Legion]] has sent '''Hellhounds''' to aid us! The beasts are yours to command, [[Arthas Menethil|Death Knight]]''.<br />— [[Kel'Thuzad]] during the summoning of [[Archimonde]]</blockquote>
 
  +
*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 control]]led, 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==
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In the Undead campaign, ''[[Path of the Damned]]'', upon the summoning of [[Archimonde the Defiler]], the [[Burning Legion]] sent seven of these beasts to assist the [[Death Knight]] [[Arthas Menethil]] in defending the [[Lich]] [[Kel'Thuzad]] from the [[Kirin Tor]], the [[Mages' Guild]], and the [[Sorcerer's League]]<ref>{{ref game |title=Warcraft III: Reign of Chaos |campaign=[[Path of the Damned]] |mission=[[Under the Burning Sky]]}}</ref>. Since the Felhounds possessed the Mana Burn ability, they were highly effective against enemy spellcaster units, such as [[Priest (Warcraft III)|Priest]], [[Sorceress (Warcraft III)|Sorceresses]], and even [[Archmage (Warcraft III)|Archmage]] [[Hero|heroes]].
 
  +
;Gauntlet Start
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*{{Text|Yell|Armies of the depths, wash over our enemies as a tide of death!}}
   
  +
;Gauntlet Ends
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They made their second appearance in the [[interlude]] "[[The Wreckage of Lordaeron]]", in the Orc campaign, ''[[The Invasion of Kalimdor]]''. While larger demons, such as [[Infernals]] and [[Doom Guard|Doom Guards]] destroyed buildings, the Felhounds would go after the human villagers and kill them.<br />In the same campaign, they were seen again during the last mission, "[[By Demons Be Driven]]", alongside Doom Guards guarding [[Grom Hellscream]]'s chambers. [[Thrall]] would need to kill these demons in order to gain access and utilize the [[Soul Gem (WC3)|Soul Gem]] on Grom as part of [[Jaina Proudmoore]]'s plan to free him from the Legion's influence.
 
  +
*{{Text|Yell|Meddlesome gnats, you've thought us defeated so easily.}}
   
  +
;Aggro
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Finally, this demonic unit appeared several times during ''[[Eternity's End]]'', the Night Elf campaign and last of the five on Reign of Chaos. Its presence was most notable in "[[A Destiny of Flame and Sorrow]]", in which they not only made up a few of the attack waves on [[Illidan]]'s base but also protected [[Tichondrius]], and most notably the final mission, "[[Twilight of the Gods]]" — many of the attack waves launched against the stalwart [[Nordrassil|World Tree]] defenders ([[Humans]], [[Orcs]] and [[Night Elves]]) would frequently be composed by Felhounds.
 
  +
*{{Text|Yell|You have interfered with our plans for the last time, mortals!}}
   
  +
;66%
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*{{Text|Yell|Take arms, minions! Rise from the icy depths!}}
   
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;33%
==Notes==
 
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*{{Text|Yell|Destroy these intruders! Leave them for the great dark beyond!}}
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*In World of Warcraft, felhounds are one of the few [[demon]]-typed creatures that can be [[skinned]].
 
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*Besides draining magic, they can in fact eat meat and do defecate, as seen in {{quest|Shizz Work|Shizz Work}}.
 
   
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;Killing a player
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== Inspiration ==
 
  +
*{{Text|Yell|The abyss awaits!}}
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*Felhounds look very much a Peace Hound from the comic series [[wikipedia:Elfquest|Elfquest]].
 
  +
*{{Text|Yell|Depths take you!}}
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*They also look strikingly similar to the zergling from Starcraft.
 
   
  +
;Death
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== References ==
 
  +
*{{Text|Yell|Ulthok... stop them...}}
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{{Reflist}}
 
   
 
==Loot==
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[[fr:Gangrechien]]
 
  +
{{lootbox|Normal
[[Category:Felhounds| ]]
 
  +
|Aurelian Mitre
[[Category:Monster Guide]]
 
  +
|Entwined Nereis
  +
|Lightning Whelk Axe
  +
|Periwinkle Cloak
  +
|Wrasse Handwraps
  +
}}
  +
  +
{{lootbox|Heroic
  +
|Aurelian Mitre (heroic)
  +
|Entwined Nereis (heroic)
  +
|Lightning Whelk Axe (heroic)
  +
|Periwinkle Cloak (heroic)
  +
|Wrasse Handwraps (heroic)
  +
}}
  +
  +
==Achievements==
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*{{Achievementlong|Old Faithful}}
  +
  +
==Videos==
  +
<youtube>ijVpr-9Yjr0</youtube>
  +
  +
===Heroic===
  +
<youtube>AMIV_4f4IpA</youtube>
  +
<youtube>ckUbhA_4luY</youtube>
  +
  +
== Patch changes ==
  +
*{{Patch 4.1.0|note=Visual effects during the Lady Naz'jar encounter have been improved for clarity.}}
  +
*{{Patch 4.0.3a|note=Added}}
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  +
==External links==
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<!-- Read http://www.wowpedia.org/Wowpedia:External_links before posting your links here.
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Links that do not conform to the rules will be DELETED.
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Repeat violations may result in a BAN.
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Have a nice day. :) -->
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{{elinks-NPC|40586|armory=1}}
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{{DEFAULTSORT:Naz'jar, Lady}}
 
[[Category:Naga sea witches]]
 
[[Category:Bosses]]
  +
[[Category:Throne of the Tides mobs]]

Revision as of 04:03, 4 August 2011

For character biography, see Lady Naz'jar.
MobLady Naz'jar
Image of Lady Naz'jar
Race Naga sea witch (Humanoid)
Level 81 Elite
Location Throne of Neptulon, Throne of the Tides
Status Killable

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.[1]

Before fighting the mistress herself, the group must overcome several of her naga servants and murlocs.

Abilities

  • 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.
  • 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.
  • 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.
  • 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.
  • 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 for 5 seconds, while taking a steady stream of 5000 Frost damage every half second.

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. Spell nature polymorph [Polymorph] (mage), Spell shaman hex [Hex] (shaman), and Spell holy prayerofhealing [Repentance] (retribution paladin) are all capable of repeatable long-term crowd control on humanoids. Also, in an emergency, a rogue can use Ability vanish [Vanish] and Ability sap [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

Gauntlet Start
  • Armies of the depths, wash over our enemies as a tide of death!
Gauntlet Ends
  • Meddlesome gnats, you've thought us defeated so easily.
Aggro
  • You have interfered with our plans for the last time, mortals!
66%
  • Take arms, minions! Rise from the icy depths!
33%
  • Destroy these intruders! Leave them for the great dark beyond!
Killing a player
  • The abyss awaits!
  • Depths take you!
Death
  • Ulthok... stop them...

Loot

Normal
Heroic
  • Inv misc questionmark
    • Aurelian Mitre (heroic)
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    • Look up in: ω þ
  • Inv misc questionmark
    • Entwined Nereis (heroic)
    • This item is not yet in Wowpedia.
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    • Look up in: ω þ
  • Inv misc questionmark
    • Lightning Whelk Axe (heroic)
    • This item is not yet in Wowpedia.
    • Contribute it using the Item Boilerplate.
    • Look up in: ω þ
  • Inv misc questionmark
    • Periwinkle Cloak (heroic)
    • This item is not yet in Wowpedia.
    • Contribute it using the Item Boilerplate.
    • Look up in: ω þ
  • Inv misc questionmark
    • Wrasse Handwraps (heroic)
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    • Contribute it using the Item Boilerplate.
    • Look up in: ω þ

Achievements

Videos

Heroic

Patch changes

  • Cataclysm Patch 4.1.0 (2011-04-26): Visual effects during the Lady Naz'jar encounter have been improved for clarity.
  • Cataclysm Patch 4.0.3a (2010-11-23): Added

External links