A dungeon in World of Warcraft’s Wrath of the Lich King expansion called The Nexus. It is situated in the Borean Tundra region of Northrend. It is designed for characters at level 80. It is where many WotLK gamers gather. The Grand Magus Telestra, Anomalus, Ormorok the Tree-Sculptor, and Keristrasza are the four bosses available in the Nexus’ standard mode. The name of the additional boss in heroic mode varies on whether you are an Alliance or Horde member. The method for defeating the bosses, the Nexus map, and the locations of the monsters are all listed below.

WotLK Classic Nexus Dungeon Guide

 

1. Nexus Guide

The Nexus is incredible, and while some people adore it, others don’t care for it at all. For my part, I adore it. I adore the non-monotony of the instance with the diversity in architecture, of mobs, and its non-linearity (even though it becomes less significant as we visit for the fifth time). You can actually choose from a variety of options. I’ll give you the one that looks to me to be the shortest here.

 

Nexus Map and Boss Locations

The heroic-exclusive boss, namely Kolurg for the Alliance and Stoutbeard for the Horde, is in the circular room to the left of the image.

 

1.1. Kolurg (Alliance) and Stoutbeard (Horde): Heroic mode only

Take the left path to get started, then kill the little patrols right away for a tasty appetizer. We enter the heroic mode-specific room with the first fight and the frozen horde quite fast. I am Commander Kolurg (Alliance), also known as Commander Stoutbeard (Horde). The encounter and its mechanics are the same but have a different appearance.

Kolurg (aka Rudebeard) moves in the most brutal warrior fashion; it hurts a lot. He charges and is terrified. Yes, it does, and there are two additional priests. In fact, with the added terror, it shockingly resembles the first boss of the Remparts.

Nothing too bad; take care of the two ads first. The boss will have been instructed to leave the combat area in order to evade the group’s whirlwinds and the mobs’ packs’ fears. Cacs only require that you consider relocating when it swirls; otherwise, the two-shot is used.

 

1.2. Telestra

We continue to advance with 3 packs of more than 4 humanoids. It’s okay, we know how to do it, a vine shoot on the cac, a sheep, a stun from the paladin, a curse. Here we are in front of the magician Telestra. So her, she’s not comfortable. It was already the most difficult in normal, it remains difficult in heroic.

Overall, the fight remains the same, but she hits much harder. A first standard phase where you have to heal the group well given all the AoE she does, then she clones herself into three fire/frost and arcane spec mages who must be killed quickly. Once they are dead, she reappears and we start hitting her again.

New in heroic: two clone phases instead of one. Big group heal, an extremely reactive heal and above all DPS that can CC clones quickly. CC on the fire and frost mage and explode the arcane one quickly, it’s the one that hurts the most and that sheeps. And pray that the healer doesn’t get targeted by all three at once.

 

1.2. Omorok the Tree-Shaper

Once the commander is dead, we go back to the entrance and we will do the boss completely to the right. This is the part with the most trash since you have to go up the whole forest area. The small roots are a bit of a candy-breaker, but avoid going too fast anyway, there are a lot of patrols that have very long paths, it’s easy to do a little untimely multi-aggro if you go there too fast. Overall, trash is not difficult.

We quickly arrive in front of the big Ormorok. So he’s still just as weak. We avoid the spikes, seems that there are additional adds (with 2K PV) that come to disturb the healer, but they are not bad. Think about overhealing to 25% during berserk, then he starts hitting a little harder.

 

1.3. Anomalus

Then we go north for the third boss. Too bad, the mob packs that were there in normal have been reduced to heroic. Before pulling the groups, hit the rift from a distance, it doesn’t do aggro, and pull once the rift is dead.

We quickly arrive in front of the third boss, Anomalus. This one is pretty cool in heroic. Again, the group heal will be put to heavy contribution. This time, Anomalus spawns a lot more rifts, which in turn spawn small adds. Suddenly, it becomes quite messy on the set.

The tank stays on the boss and the dps are in charge of hitting the adds and the boss (despite all the adds, remember to pass on the boss from time to time, otherwise, his life will not go down, huh…). It’s quite nice but not extremely difficult, except for the heal which will have a lot to do with all the adds and all the chains of lightning.

 

1.4. Keristrasza

We retrace our steps through the forest area to tackle the choice piece of the instance: Keristrasza. The combat is relatively uninteresting in normal mode. That’s because they forgot the boss’ main ability: the 10-second nova.

We use the same system as normal, a debuff that stacks up which causes damage (and it’s relatively significant) and which slows down incantations and attack speed. The debuff is removed as soon as you move or jump. It hurts during the novas. There, the players are blocked for about ten seconds, the debuffs are stacked (3, 4, 5…), the damage of the group increases, the incantation speed of the healer decreases… And that’s the drama .