Netherspite Netherspite is an immense nether dragon found lurking in The Celestial Watch of Karazhan , Medivh ' s personal observatory . As the only dragon found inside the dark tower , he will use his otherworldly powers to vanquish any creatures that attempt to go near him . This dragon ' s death is not required for further progress into the tower but he does control the trash between the Shade of Aran and the Chess Event . Prior to Battle . Netherspite patrols the back section of his room , but his aggro radius is not particularly large allowing the entire raid to comfortably enter the room before the pull . The fight is entirely tactical : other than the enrage time the players ' gear does not play as large a part in this fight as it does others . The room itself is enormous , allowing plenty of room for players to maneuver . It is shaped like a square with a semicircular balcony attached to the far end . Attacks and abilities . NOTE - unlike most dragons , Netherspite will neither cleave nor damage players with his tail . EDIT - As of Patch 3 . 0 . 2 , Netherspite does do ~ 1000 damage per hit with his tail . This is easily negated by high armor and high avoidance . Strategy . There are two phases to this fight that Netherspite alternates between . The Portal phase , ( the first one ) lasts for one minute , and the Banish phase ( the second one ) , lasts for half a minute . He alternates between these two at the given rate until dead or enraged . Portal phase . At the beginning of this phase , three portals of different colors will spawn at fixed locations in the room and will begin emitting a beam of their respective color ( see below ) towards Netherspite . The beams do not slowly move toward him , but rather appear touching Netherspite once they are created . If the beams are allowed to hit Netherspite freely , they grant him stacking buffs which strengthen or even heal him . The buffs on Netherspite last 5 seconds from last application ( instead of the 8 to 20 seconds they do on players ) . The beams can ( and must ) be blocked by players who position themselves between a portal and Netherspite . Players blocking the beams are also affected by a stacking buff , having both a positive and a negative effect which grows more extreme with each second that the player spends blocking a beam . Although the positive effects are quite helpful for the fight , the negative effect makes it difficult ( but certainly not impossible ) for one player to block a beam for the complete duration of the Portal phase . Once a buff " ticks out " ( player leaves the beam long enough to lose the debuff — 8 - 20 sec ) , another debuff is applied to the player called Nether Exhaustion , which prevents him from intercepting that color beam for the next 1 minute and 30 seconds . Blue Beam . Portals will always spawn at the same locations in the room during all Portal phases , but their colors will semi - randomly change each time after the first Phase . Beam blocking assignment . This part of the fight relies on individual player responsibility in that all players designated to block a beam ahead of time ( see below for suggestions ) must be aware of what beam they are supposed to be blocking and when so as to intercept it as quickly as possible . Those not blocking a red beam deal damage or heal the raid . Because of the red beam ' s unique abilities , healers should not ever waste time healing the tank . Damage dealers need not worry about threat , since the tank has guaranteed aggro while standing in the red beam . For each Portal phase , one or two players are needed to block each beam . Using one player is simpler , but requires much better gear . Using two players avoids stacking debuffs to dangerous levels , but requires intelligent coordination . Blue Beam . The blue beam is taken by damage - dealing classes ( preferably with high health and / or shadow resistance ) . While their damage output increases rapidly , the damage received by them from Netherspite ' s shadow aura also increases rapidly and healing spells on them become less effective . Players staying inside this beam for too long becoming prone to be killed by a Void Zone . Most raids do best by assigning one damage - dealer to take the blue beam for twenty ticks , then switching to a second damage - dealer for the rest of the phase . This avoids stacking the debuff to dangerous levels . A Warlock is especially useful here , as he can replenish the health lost through the increased damage from his Drain Life spell and can reduce his shadow damage taken . A shadow priest is also a good option since Vampiric Embrace also scales with damage and heals the caster for a considerable amount . These classes are most easily able to take the entire duration of the blue beam . One healer should be designated to heal only the person in the blue beam . The death of a blue beam blocker is not always a disaster . Any class and any spec is capable of blocking this beam . If the blocker happens to go down during the portal phase , any available player can simply hop in and ride the beam for the duration until the snag can be worked out . Green Beam . The green beam rapidly heals Netherspite to full if it is allowed to touch him . It must be blocked at all times . A manaless class ( warrior , rogue , or feral druid ; " Note that a feral druid ' s mana will be drained , and prevent them from shifting . Don ' t try and use a bear tank in cat form in the green beam or he won ' t have the mana to change back to bear " ) can stay for a whole beam ' s duration and not receive any relevant debuff . The reduced energy / rage cost of abilities from this beam allows them to do more damage . A tank that is not currently taking the red beam is a good option . Half the green beam can be taken by a healer to temporarily greatly increase his power . This makes it easy to keep up whoever is taking the blue beam . A healer that takes the beam for 20 seconds finishes with mana 4 , 000 below his maximum . This may be higher than his mana before the beam , so it is often a very good idea to put a healer in the green beam . Restoration Druids are especially effective in this - their HoTs tick for very high numbers , which can be useful to recover from the Netherbreath - however , Paladins and Shamans can more easily recover from the reduced mana pool . Damage - dealing classes that use mana may touch the green beam for one tick . This refills their mana to full . They must be careful to get out of the beam quickly , so the designated green beam blocker does not get Nether Exhaustion . Raids that have problems with the blue beam blocker dying usually are raids that keep healers out of the healing beam . If this is a problem , try " using " the green beam with a healer instead of just neutralizing it with a rogue or warrior . Red Beam . Classes with high armor ( i . e . Warriors , Bear Druids , Moonkin Druids in full leather , Paladins , Shamans , and Hunters ) can block the red beam . The red beam gives them the massive healing and health needed to tank Netherspite . Despite the replenishment to full health every second , Netherspite can sometimes crit for very high numbers ( upwards of 11k on a plate - wearing non tank ) . So leather and cloth wearers can still get easily one - shotted despite the augmented health maximum . Resilience from PvP gear is useful . The red beam may be blocked two different ways . One way is to have one character block it for 20 seconds , and another character block it for the rest of the beam . The other way is to have a single tank - class character dance in and out of the beam for the entire duration . If two characters share a red beam , they must be druid bears , moonkins in full leather , or wear chain mail or plate . One player takes a beam for 20 ticks , then the next player does . If one player takes the entire red beam , they must be druid bear or have plate mail and a shield . Any character will eventually be one - shotted if they stand in the entire red beam , so they must dance in and out of the beam to avoid some of the debuffs . To do this , they repeatedly take five stacks of the debuff , then shift to the side to let Netherspite take the next five stacks , then shift back in . To avoid Netherspite moving , they should not move backward . Beam Rotation . Because of Nether Exhaustion ( see above ) , two shifts of players must be used to block the beams . A solid rotation looks like this : SHIFT ONE : PORTAL PHASE BANISH PHASE SHIFT TWO : PORTAL PHASE BANISH PHASE SHIFT ONE AGAIN , etc . Banish Phase . The Banish phase lasts for about 30 seconds : There are two techniques for handling the Banish phase . One technique is to leave Netherspite at the door with the designated red - beam tank for the next Portal phase and one healer . Everyone else runs to the far side of the room , by the telescope . The tank faces Netherspite toward the door , and the healer stands to the side . The players on the far side of the room bandage up and recover mana . This is generally the easiest maneuver . The second technique is to make a tight circle around Netherspite and continue attacking . Non - tanks stay out of melee range . When he faces a player to perform a Netherbreath , everyone runs to his tail . If executed quickly and properly , this prevents anyone from getting hit , and Netherspite dies more quickly this way . Another trick is to have a shaman drop a Searing Totem . Netherspite tries to kill the totem with his Netherbreath ( an AoE spell that does not kill it ) . It also aggroes Netherspite as soon as the banish phase ends , providing time for the tank to pick him up . After 30 seconds , Netherspite starts a fresh Portal phase and clears his aggro table . This means that no damaging or healing spells can be used before the tank can gain aggro . This means that he will have to pick up Netherspite and " then " drag him over to the red portal or healers will be stuck . Other players should run to where their portals have appeared as quickly as they can . Netherspite does not always leave the Banish phase immediately when his cooldown is up . Do not run back to him too soon .