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== '''Kurinnaxx''' ==
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Found in [[Ruins of Ahn'Qiraj]].
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The first boss in the [[Ruins of Ahn'Quiraj]] is a huge [[Sandreaver]] named '''Kurinnaxx'''.
 
The first boss in the [[Ruins of Ahn'Quiraj]] is a huge [[Sandreaver]] named '''Kurinnaxx'''.
   
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As befitting a first boss, he is a relatively straightforward fight. In appearance he resembles a cross between a pseudoscorpion and a camel spider. The fight takes place in a flat, featureless open room, and as long as you clear the trash mobs in the area beforehand there should be no surprises.
For strategy see: [[Ruins of Ahn'Quiraj#Kurinnaxx|Ruins of Ahn'Quiraj: Kurinnaxx]]
 
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He has two attacks in his repetoire.
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His main physical attack is a cleave that will do heavy damage to anyone in front of him. It also inflicts a fifteen second debuff called Mortal Wounds to the tank that reduces healing by 10%, stacks to 100%, and is not dispellable. This necessitates a great deal of tank swapping in the fight.
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His other attack is called Sand Trap. This is a ground targeted explosion roughly twenty yards in diameter that inflicts around 1900 damage and inflicts a debuff that silences, and reduces hit chance by 75%. There is a considerable delay to this explosion though, so as long as players remain aware of the animation they can easily run out of the targeted area. Sand trap seems to be targetted at random, and the trap is place directly beneath that target's feet.
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The strategy with this boss is simple. The tanks all attack Kurinnaxx while moving backwards. This ensures that if Kurinnaxx targets one of them with Sand Trap the tanks will have moved away from the targeted area before it explodes. The extra tanks should attack from the side so they can avoid the Mortal Wounds cleave. The tanks need to keep their aggro within a reasonable range of each other, as the mortal wounds debuff lasts much longer than the Taunt effect, so you can't risk Kurinnaxx switching back to the original tank before they are fully healed. The ranged dps and casters all space themselves out for the fight and watch for the sand trap animation. As long as you never get hit with the sandtrap you have nothing to fear, but the movement debuff ensures that a second sand trap in your area will probably hit you. Rogues should position themselves near the secondary tanks. When they start to run low on health, they should vanish, move away from the fight, and bandage themselves(Healers will mostly have their hands full with the tanks.).
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Note: When Kurinnaxx gets down to about 20%, he will enrage and his damage output will increase by a set amount, and attack speed will increase by 75%.
   
 
[[Category:Silithid]]
 
[[Category:Silithid]]

Revision as of 17:01, 9 February 2006

Kurinnaxx

Found in Ruins of Ahn'Qiraj.

The first boss in the Ruins of Ahn'Quiraj is a huge Sandreaver named Kurinnaxx.

As befitting a first boss, he is a relatively straightforward fight. In appearance he resembles a cross between a pseudoscorpion and a camel spider. The fight takes place in a flat, featureless open room, and as long as you clear the trash mobs in the area beforehand there should be no surprises.

He has two attacks in his repetoire.

His main physical attack is a cleave that will do heavy damage to anyone in front of him. It also inflicts a fifteen second debuff called Mortal Wounds to the tank that reduces healing by 10%, stacks to 100%, and is not dispellable. This necessitates a great deal of tank swapping in the fight.

His other attack is called Sand Trap. This is a ground targeted explosion roughly twenty yards in diameter that inflicts around 1900 damage and inflicts a debuff that silences, and reduces hit chance by 75%. There is a considerable delay to this explosion though, so as long as players remain aware of the animation they can easily run out of the targeted area. Sand trap seems to be targetted at random, and the trap is place directly beneath that target's feet.

The strategy with this boss is simple. The tanks all attack Kurinnaxx while moving backwards. This ensures that if Kurinnaxx targets one of them with Sand Trap the tanks will have moved away from the targeted area before it explodes. The extra tanks should attack from the side so they can avoid the Mortal Wounds cleave. The tanks need to keep their aggro within a reasonable range of each other, as the mortal wounds debuff lasts much longer than the Taunt effect, so you can't risk Kurinnaxx switching back to the original tank before they are fully healed. The ranged dps and casters all space themselves out for the fight and watch for the sand trap animation. As long as you never get hit with the sandtrap you have nothing to fear, but the movement debuff ensures that a second sand trap in your area will probably hit you. Rogues should position themselves near the secondary tanks. When they start to run low on health, they should vanish, move away from the fight, and bandage themselves(Healers will mostly have their hands full with the tanks.).

Note: When Kurinnaxx gets down to about 20%, he will enrage and his damage output will increase by a set amount, and attack speed will increase by 75%.