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[[Image:Krom Stoutarm's Chest.jpg|thumb|Krom Stoutarm's Chest]]
=Summary=
 
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'''Krom Stoutarm's Chest''' is located in [[Uldaman]].
*'''Level:''' 60+
 
*'''# of Players:''' 20
 
*'''Location:''' Southern [[Silithus]], [[Kalimdor]]
 
*'''Released:''' Patch 1.9
 
*'''Abbreviation:''' AQ20 or RAQ
 
   
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==Objective of==
The Ruins of Ahn'Qiraj will be an outdoor 20-player raid instance.
 
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Contains [[Krom Stoutarm's Treasure]] for the quest [[Quest:Reclaimed Treasures (Alliance)]].
It will use a similar loot system to [[Zul'Gurub]], via tokens dropped from bosses which used to complete quests that give item rewards. Additionally, the quests can only be completed once a certain reputation has been reach with the Cenarion Hold (called Cenarion Circle in 1.8).
 
   
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==External links==
However, the tokens are labelled so players can tell which classes can use it. (In contrast, as of patch 1.8, ZG has unlabelled tokens, called 'paragons').
 
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Also from information derived from WoWguru.com it would seem that there are three piece sets to be gained from the token quests comprised of a ring, a cloak, and a weapon, with a set bonus for having all three.
 
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Repeat violations may result in a BAN.
 
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Have a nice day. :) -->
The entrance to the [[Temple of Ahn'Qiraj]], which is a 40-man raid instance intended to be the step after BWL, is via a separate portal following the right path from the Scarab Wall gate.
 
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{{elinks-object|124389||noaid=true}}
 
=History=
 
For history and lore details, see [[Ahn'Qiraj]].
 
 
=Preparation=
 
''This section should explain what kind of equipment is ideal to bring. Would a 20-man with endgame blues be sufficient? What resists are necessary? Any potions particularly useful?''
 
 
=Getting to the Instance Portal=
 
''This section should explain how to navigate to the portal. Such as: whether you avoid the trash mobs, whether there multiple entrances or a key, etc.''
 
 
The [[Gates of Ahn'Qiraj]] event is currently underway to open access to this instance (Jan 4, 2006).
 
 
=General Guidelines and Party Structure=
 
''This section should outline any thematic strategies that are necessary, including party structure. For example: if most bosses require mana drain before rogues engage, or if they have phase changes at 25/50/75% health, how many warlocks or mages are the minimum, and so on.''
 
 
=Boss Strategy=
 
''This section should outline the techniques to beat each boss.''
 
 
*''Facts and proven details should go in this section.''
 
 
*''Ideas, theory and discussion should go on the [[Talk:Ruins_of_Ahn'Qiraj]] discussion page.''
 
 
== '''Kurinnaxx''' ==
 
 
Kurinnaxx is the first boss of AQ20. 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%.
 
 
== '''General Rajaxx''' ==
 
 
With Kurinaxx dead, a human NPC will spawn. '''DON'T TALK TO HER'''. It will start the event, so let the main tank speak with her when ready.
 
 
When the event starts, a wave of Qiraji warriors will spawn. They can't be killed with AOE, so they must be crowd controlled. Druids can Root them, Warlocks can chain fear one of them each, hunters may use freezing trap, and so on. If in trouble, warriors and priests can AOE fear. When the event is under way, the main tank picks a target and every dps class kills it as fast as possible, until they are all dead. When all spawns are dead, another wave will come. It is possible to keep the last add alive to get a break and bandage, but don't rely on this. The next group runs in after a certain amount of time whether you have killed all the adds or not.
 
 
Be sure to keep the NPCs helping you alive. If they die, they take about fifteen minutes to respawn.
 
 
Rajaxx himself is fairly straight forward. He has an ability to deagro players, so have more than one tank building aggro.
 
 
 
____________________
 
 
Another suggestion...
 
 
 
For this fight you will need to enlist the aid of the four elites and the general which run into the instance after you kill the first boss. Note that if the NPCs die, they will respawn after about fifteen minutes.
 
 
The NPCs are crutial to this fight. The NPCs will run (after being spoken to) to the entrance of the next room, and call out groups of mobs to come fight you. When the first group dies, they will immediately call out the next group. This will continue until each group has been called out and finally Rajaxx comes to fight you himself.
 
 
This fight with no breaks is a mana conserve battle. Typically groups 1 and 3 will heal the group while groups 2 and 4 will heal the NPCs (This depends on your group setup.) Have the MT tank the white larger mob (I foget mob names...) and let the NPCs grab the other mobs. If any mob aggores a caster rather than the npcs, let the offtanks pull them off. The group should kill the flying humanoid looking mobs first, then kill the mobs being tanked by players. Allow the NPCs to finish off the remining mobs by themselves while the mana users regen mana (the use of Judgement of Wisdom can also be used here by wanding). Each group is larger than the one before.
 
 
When the last mob group dies, Rajaxx will come. The casters need to go into the room where the mobs were and gather to the wall on their left. The MT will try and tank Rajaxx as far to the left wall as he canwil having his back to the group.
 
 
Rajaxx does two abilities which cause loss of aggro. The first is a knockback which send the MT flying backwords (The reason the MT has his back to the casters so he can grab aggor before he squashes casters.) The other is an area slam which causes huge nature damage to everyone in range causing 50% health loss... During this fight and the mob fights, if you die, you need to run back asap... These are long fights.
 
 
The next time we attempt this boss we are going to try a theory that the NPC does not get knocked back... so it might be best to let the NPC tank and just have the MT taunt and drag Rajaxx where he needs to be if hte NPC losses aggro.
 
 
== '''Moam''' ==
 
 
This fight is divided into two phases, and given the correct group makup is a very simple fight. This fight requires three warlocks and three priests as well as hunters viper stings. All of them need to drain mana from Moam. If there is not sufficient mana drain, Moam will do a massive AOE which throws everyone into the air causing first Arcane damge, then fall damage. The aoe can be avoided by running away as well... but obviously not the choice method, just keep him mana drained... druids and pallys are the main healers for this fight. Sometime shortly after 50% he will call in three mana elementals which do alot of arcane damge AOEs. This is at 1minute 30seconds. The warlocks will keep these banashed for the remainder of the fight. After Moan summons the elementals, he does not attack for a period of time and his mana drain is slowed. We usually kill him before this time xpires. (He is still mana draining the group though, so keep mana drianing him to avoid the AOE bomb...) If you don't kill him fast enough another group of elementals will spawn, at this point you will wipe.
 
 
When Moam dies, heal up the raid, then kill the elementals one by one as they do not despawn on his death.
 
 
== '''Buru the Gorger''' ==
 
 
This boss looks like a giant tick... He cannot be tanked during stage 1.
 
 
This fight requires the raid to be divided into two groups. One to kill the broodlings, and one to kill the eggs.
 
 
When the raid is ready to begin everyone should start damaging the egg closest to the raid. Get the egg to 5% and wait till Buru is directly over the egg. Then destroy the egg, this will damage him.
 
 
An emote will say "...and put his eyes on X", and he will chase down that person (X). The person being chased needs to kite him around the area by running on land as much as possible and not in the water. Keep kiting him till the raid has the next egg ready to be destroyed. Healers must heal the kiting player during the kiting.
 
 
When a eggs is destroyed a broodling will usually pop out. Again, half the raid should focus on killing the broodlings, until they are dead, then assist in killing the eggs. When one egg is destroyed (again only when Buru is over the egg), the group killing the eggs needs to move to the next egg in a clockwise fashion. This will conitnue till he reaches 20% where his shell will explode off exposing his brains. This will trun him into a more traditonal boss which can be dpsed down... And DPS him down you must.
 
 
He now will do a debuff to everyone which does massive damage. You have more or less 30 seconds to kill him or it will be a wipe. All healers must be dpsing as well as much as possible.
 
 
== '''Ayamiss the Hunter''' ==
 
 
This boss looks like a giant wasp.
 
 
When the fight starts, the boss flies up into the air where she can only be dpsed by ranged attacks.
 
 
During the fight random players will be placed on the Altar as a sacrafice, and a larva will spawn at the base of the ramp, and make its way to the sacrifice. If the larva reaches the player, the player instantly dies and an elite wasp is spawned which is hard to kill.
 
 
The strategy to this fight is to have the entire group stand at the ramp of the altar, and the hunters and other ranged dps will shoot the boss... The melee will focus on killing the larva that spawn as soon as possible to keep players being sacraficed alive and to keep the eliets from spawning.
 
(Melee should slo shoot bows etc at boss when waiting for next larva.) Mages and druids will also need to help kill the larva. They die quick but they also move quick, istant casts will pwn them.
 
 
At 50% the boss will "land" and will be tankable like a normal boss. The group will still need to watch for larvas though.
 
 
Throughout the fight occassionally a swarm of non elite small wasps will come in which will need to be AOE'd down. They die very quickly and easily, but there are alot of them so make sure u bop your mages when needed.
 
 
== '''Ossirian the Unscarred''' ==
 
 
Boss Details
 
 
=Loot=
 
The loot in AQ20 comes from:
 
* killing [[Boss|bosses]]
 
* killing [[mobs]]
 
* quest rewards.
 
 
==Loot-quest System==
 
AQ20 loot-quests require tokens which drop from bosses, combined with a certain level of faction with the [[Cenarion Hold]]. ([[Zul'Gurub]] uses a similar system).
 
 
''Details of these tokens, quest rewards and reputation levels should go here, organised by class.''
 
 
==Boss and Mob Loot==
 
''This section should list the phat lewt available from the bosses, organised by item type''
 
 
Cloth:
 
* ''Details including who drops it''
 
Mail
 
* ''Details including who drops it''
 
Plate
 
* ''Details including who drops it''
 
Weapons
 
* ''Details including who drops it''
 
Warrior-only
 
* ''Details including who drops it''
 
Mage-only
 
* ''Details including who drops it''
 
 
''and so on''
 
 
 
=Quests=
 
Quests with item rewards should go in the loot section, above.
 
 
''This section should list:''
 
* ''quest chains which should be done before entering the instance, and possibly climax within it''
 
* ''quests which are completed within''
 
 
[[Category:Instance|Ahn'Qiraj, Ruins]]
 
[[Category:Zone:Silithus|Ahn'Qiraj, Ruins]]
 

Revision as of 14:34, 4 December 2011

Krom Stoutarm's Chest

Krom Stoutarm's Chest

Krom Stoutarm's Chest is located in Uldaman.

Objective of

Contains Inv drink 03 [Krom Stoutarm's Treasure] for the quest Quest:Reclaimed Treasures (Alliance).

External links