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(Boss strategies have been moved to their own pages to make the article a lot cleaner.)
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=Boss Strategy=
 
=Boss Strategy=
''This section should outline the techniques to beat each boss.''
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*[[Kurinnaxx]]
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*[[General Rajaxx]]
*''Facts and proven details should go in this section.''
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*[[Moam]]
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*[[Buru the Gorger]]
*''Ideas, theory and discussion should go on the [[Talk:Ruins_of_Ahn'Qiraj]] discussion page.''
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*[[Ayamiss the Hunter]]
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*[[Ossirian the Unscarred]]
== '''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''' ==
 
 
General Rajaxx is an extremely long fight, so the only option for this battle is to conserve mana. Once Kurinnaxx is dead, 5 NPCs will spawn: Lieutenant General Andorov and 4 Kaldorei Elite. These NPCs will aid you in the battle to and against Rajaxx, so make sure you keep them alive. They can be healed and given a Mark of the Wild (unless that's been patched). Once you talk to the Lt. General, he will make a dramatic speech, walk to the front, and start the event. So make sure you've distributed loot from Kurinnaxx and everyone is ready for the fight before talking to the Lt. General.
 
 
 
 
The way you work each wave is simple: When they come running in to the room, have a warrior pull them back a little and then have a warlock start the chain fearing process. The Lt. General and Kaldorei Elite should automatically jump on a target so make sure you heal them when necessary. I know they can be hard to target, that's why I advise a macro such as "/target lieu". Once all the mobs are feared, the MT should grab the captain and pull him out of the way. Looking straight into the room where General Rajaxx resides, there's a wall to your left in your current room that's perfect for tanking captains. For most of the pulls, you'll want to down the flying cleavers first. So, while most of the enemies are feared or rooted, jump on cleavers one by one. After the cleavers, kill the captain, then the rest. My group usually has enough time left to go easy on the last mob so healers can regen.
 
 
 
 
Once the first wave is down, or if you've ran out of time, the next wave will start making its way to you. Basically, you follow the same plan as before.
 
 
 
 
Captain Drenn, otherwise known as the third captain, is a different story. Because he casts an AoE lightning attack that does about 700 damage a hit, I'd advise killing him first. When this third wave comes in, the captain usually casts his AoE around the Lt. General and aggros him. This presents a problem because the MT has to keep the captain in constant motion, exactly like Kurinnaxx. The Lt. General usually pulls the captain off the MT many times, so you have to heal him. While this is going on, warlocks, priests, and other warriors have to keep the fearing up on cleavers and qiraji warriors or the raid is going to be dead fast. Once the captain is dead, you can start taking down cleavers then warriors. Because of the severity of the fight, don't hold back on healing. The rest of the waves are generally the same as the first two so you have enough time to get back to full before Rajaxx.
 
 
 
 
Once you've finished all the waves, General Rajaxx will make his way to you. Looking into his room, start running towards it and make a right as soon as you pass through the door way. If you're a healer, this is a good place to stand. Generally, the MT needs to keep his back to a wall so when Rajaxx does his AoE knockback or MT knockback, he doesn't go flying across the room and can easily restablish aggro.
 
 
 
 
The thing about his AoE knockback is that it cuts your health in half. So unless you're the MT or the Lt. General, you don't necessarily need heals. The Kaldorei Elite and Lt. General make this fight so much easier, so make sure you heal them. The fight is the same all the way through, so just keep people up and the fight is easy.
 
 
 
 
Once you've killed Rajaxx and the NPCs are still up. Give it some time and they despawn and give you 1000+ reputation with Cenarion Hold. You can also pull mobs to them and let them take care of business.
 
 
____________________
 
 
 
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 (shaman for horde) 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''' ==
 
 
One thing that's extremely useful against this boss is Greater Nature Protection Potions. Pass them out to all raid members and wait for phase 2 before consuming.
 
 
 
This boss fight is divided into two phases: Phase 1 is where you're destroying eggs to break his shell off. Phase 2 is where you're going all out DPS on him.
 
 
 
Phase 1 is very straightforward. When the fight begins, Buru will start following a random person. The key here is to pull him near an egg and then destroy it while he's on top of it. Each time an egg is destroyed, he will focus on someone else. You can tell who he's following by reading your chat. Always focus on taking two eggs at a time. Also, make sure you have a group taking out the elites that spawn from the eggs. If they build up on you they will more than likely kill your raid.
 
 
 
Phase 2 starts around 20%, Buru will start shaking and his shell will burst off. If you have any kind of Nature Protection Potion, now would be the time to use it. Elites will spawn so make sure you keep them feared while you're going all out DPS on Buru. Everyone needs to jump in and just plow on damage after damage. The faster you get him down the easier it is on the raid.
 
 
 
______________________
 
 
 
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''' ==
 
 
Ayamiss the Hunter is split into two phases: Phase 1 is pure ranged. Phase 2 he is grounded.
 
 
 
However, during both phases he does the same attacks. When the fight starts off, all the melee need to run near the base of the altar to focus on grubs. Every once in a while, Ayamiss will teleport a random player to the middle of the altar. You can tell he's about to sacrifice someone by seeing a streak of green shot to the altar. A grub will appear either on the left or right side so melee need to kill it fast before it reaches the player. Otherwise, it'll kill the player and spawn a powerful elite. Throughout the fight, Ayamiss shoots an AoE of nature damage that hits for about 1000. If you have any NR, use it. Also, he spawns a large group of bugs that can be easily killed with a few AoE every so often.
 
 
 
During phase 1, hunters (atleast 2 or 3 would suffice) need to gather in the back and start to DPS him down. However, they need to watch for how many stings they have. Never go above 20 or healers will run dry quickly.
 
 
 
Around 50%, phase 2 begins and Ayamiss lands. He can be tanked practically anywhere. But a good choice is on top of the altar with the MTs back against the bordering mountain area. The rest of the battle is the same only melee can jump in, but they still need to watch for grubs.
 
 
_____________________
 
 
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
 
 
The Pull
 
 
Rogues are pretty much useless in this fight therefore use a rogue to pull the boss to the middle of the room. The rogue should be mounted, body pull the boss, then head back to the middle and look for a crystal that will spawn, 2 crystals will be spawned at all time through out the room. After about 2 seconds, the boss at this point will buff itself, with the buff it can hit you for 13K dmg, also when buffed, Ossirian moves pretty fast as well, faster than walking speed. When Ossirian is about 20 yards to the crystal, have a designated person to click on the crystal to activate it. Note, the main tank should not aggro Ossirian till after the crystal puts the debuff on him otherwise the MT will be one shotted to death.
 
 
Activating the Crystals
 
 
Activating the crystal will put a 30 second debuff on Ossirian that make him hit for only 1K or so, less than than the 13K normally, and puts a vulnerability on him for specific spell damages. Put up detect magic on him and have someone call out his vulnerability. You will then have 30 seconds to pull Ossirian to the next crystal before his debuff runs out and 1 shots the main tank.
 
 
Kiting Ossirian
 
 
The rogue in the mount would be responsible for calling out the next crystal to kite Ossirian to. A druid or shaman or even paladin can be used to run ahead of the MT to the next crystal as the designated crystal activater, druid/shamans are prefer since they can go in travel form towards the next crystal ahead of the main raid. Cyrstal activater can also be used to heal the MT just in cast the MT runs away from the main group towards the next crystal and decurse since Ossirian has an AOE Curse of Tongues. You can kite Ossirian in a clockwise manner and the crystals should spawn in a clockwise manner. We also did this once counter clockwise as well, (by accident since that was the way the crystal was spawning). Some crystals spawns pretty close to each other so the tank should just get to the next crystal, stay there for 10-15 seconds and let the rest of the raid catch up and do damage to him.
 
 
Ossirian Damages
 
 
When not debuffed, Ossirian hits for 13K, which is instant death, highest priority is to continously get him to the crystals so he doesn't get to this state, if he does, its a wipe. Otherwise Ossirian doesn't hit that hard. However he does have an AOE kickback that hits you for about 900HP and takes another 700 fall damage if you're within about 10 yards. Therefore its wise to stay away from Ossirian and only have the MT/OT close to him. Reason why we might need an OT is there are tornadoes that spawns randomly in the room. If you get caught in the tornado, you are stunned and take some heavy damage over time. The effect is magic and can be dispelled, but if the MT gets caught in the tornado, Ossirian will aggro someone else, which is why an OT is a good idea so he goes to the OT instead of someone squishy. Dispelling the MT quick enough can get aggro back to the MT, therefore someone should be dedicated to dispelling the MT. And everyone else should also be ready to dispel any other party members that get caught up in the tornadoes.
 
 
Killing Ossirian
 
 
Ranged damage works best since getting caught in the AOE knockback will cause healers to waste precious mana healing the raid. If you're not a tank and you took damage, bandaging would help healers since after one knockback, I hope you learn to stay far enough away so you don't take another one. DOTS also work very well, keeping dots on Ossirian especially the one he is vulnerable will take him down. Ossirian doesn't have a whole lot of HP, but since we are constantly kiting him to different locations you don't really have time to just sit there and DPS him down. The fight takes fairly long, about 6-8 minutes (guesstimate, maybe more), if you die early, you can run right back to the fight. Just dots and range attacks should be all you need to deplete his HP. No melee damage other than the MT/OTs.
 
 
Brought to you by the nice ppl from Mannoroth
 
   
 
=Loot=
 
=Loot=

Revision as of 17:15, February 9, 2006

Template:Raid Dungeons

General

  • Level: 60+
  • # of Players: 20
  • Location: Southern Silithus, Kalimdor
  • Released: Patch 1.9
  • Abbreviation: AQ20 or RAQ

Notes

The Ruins of Ahn'Qiraj will be an outdoor 20-player raid instance. 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).

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').

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.

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.

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). Once the server has completed gathering the resources needed and the quests relating to the Bronze Dragonflight the gates open and you are free to access Both AQ20 and AQ40.

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

Loot

The loot in AQ20 comes from:

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
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