This is a mix of all the information I could find on the net, and my own
experience. I will update this guide as frequently as possible. All credits goes
to the rightfully authors.
The Ruins of Ahn'Qiraj is an outdoor 20-player raid instance. It l 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, Zul'Gurub has unlabelled tokens, called
'paragons').
Also, from information derived from wowguru.com (http://www.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 Blackwing Lair, is via a separate portal following
the right path from the Scarab Wall gate.
Reputation for AQ20
You get 3 Cenarion Circle Reputation for Trash Mobs in AQ 20 till revered.
At revered you get 1/2 points per trash mob.
AQ20 Bosses Give 34 x 3 CC Rep and 34 Brood Reputation
Rajaxx encounter has extra reputation.
There are 7-8 trash mobs per wave, these are worth 3 points each.
Each Captain or Major is worth 30 points (through honored)
The usual 34x3 and 34 for Rajaxx
60 for every NPC who survives the fight.
Trash Mobs
For trash mob clearing the white wasps do this itch debuff that seems to do
nothing but when that debuff fades you get another one that is really nasty that
lasts for 30 seconds I think it was. I can't remember if it was poison or
disease off hand but we didn't have any problems curing it.
The red wasps treat as surgers in Molten Core. They use random secondary
targeting and charge someone in the raid doing 1K damage on the charge, then
snap back onto the tank.
Choice is basically to kill the red first and take the debuffs or kill the two
white ones first and let the red surge around. Basically the decision comes down
to how good your casters are at getting the debuff off the raid.
Qiraji Gladiator
still to come
Hive'Zara Stinger
Hive'Zara stingers hit for 3000 damage against someone afflicted with Hive'Zara
Catalyst from Hive'Zara Wasps
Hive'Zara Wasp
Trash mob in Ruins of Ahn'Qiraj. Casts a multi targeted poison bolt that
intitially causes an 'itch' debuff that has no negative consequences. After 8
seconds, the afflicted targeted gets poisoned with Hive'Zara Catalyst: Movement
speed reduced by 50%, 146 damage every 2 seconds. Increased damage from
Hive'Zara stings (from Hive'Zara Stingers
They can be rooted.
Hive'Zara Collector
20 yard silence.
Kurinnaxx
Video of Kurinnaxx Fight:
http://files.filefront.com/Kurinnaxx_0001wmv/;4445984;;/fileinfo.html
This is the first boss you have to kill i Ahn'Qiraj. He is a is a huge scorpion.
Abilities
Mortal Wound - Stackable Debuff on the MT that reduces healing by 10%.
This is a cleave attack so it can hit multiple people in front of him.
Sandtrap - Random sandtraps spawn under player's feet. If they fully
erupt before the player can move they take 2000 damage, are silenced and have
their chance to hit reduced by 80% for 30 seconds.
Enrage - at 20% health.
Summon - Can summon a player in combat to immediately in front of him.
This includes players who died and ran back into the instance.
Strategy
The strategy for Kurinnaxx is to have 2-3 Warriors on him. One Warrior in the
front of Kurinnaxx. The Second Warrior on his left, and the Third Warrior on his
right-- by the ribs. Kurinnaxx makes sand traps that drops chance to hit by 75%
and causes plenty of damage. The sand trap also silences casters for around 9
seconds -- so stay out of range if by any chance someone gets aggro away from
the tank. Move away as fast as you can before you get silenced by his trap.
Rogues, watch how many debuffs are stacked on you, and use your vanish, and stay
away. Anyone that gets 75% chance to hit, is useless anyway, so stay away so
that you do not get damage. That will allow healers to conserve mana. Resume DPS
when the effect is over.
Kurinnaxx also has some sort of cleave or mortal strike that stacks 10-15 times.
This can be deadly for any tank. The idea of having one tank in the front, and
two warriors on the side is that when the tank reaches 6 stacked-debuffs, he has
to stop attacking immediately, and letting the other tank get the aggro. Make
sure to make a macro in CAPS to alert the other two tanks that you are gonna let
them take aggro. After 6 debuffs the Warrior will die so fast, no healer will be
fast enough to cast Flash-heal. The macro also alerts all casters to stop
attacking. Important. This is for the transition of aggro from Warrior to
Warrior to get aggro.
Once the second tank gets aggro, make a macro for ASSIST so that casters can
resume their DPS(Damage). As soon as the second warrior gets 6 stacked debuffs,
stop attacking and let the third tank get aggro. Rinse and repeat. The whole
raid needs to know their role and when to react based on these MACROS.
Otherwise, you will get a wipe. This is a very long fight. Wear your mana regen
gear if you are a healer and many stacks of Major Mana pots. Druids should
provide Innervate on priests that ran out of mana.
General Rajaxx
Once you kill Kurinnaxx make sure no one talks to the Human NPC. Only the main
tank is to talk to him, when everyone is in position and ready. The next fight
is a triggered event that starts when you talk to the Human NPC. Rajaxx will
yell: "The time of our retribution is at hand! Let darkness reign in the hearts
of our enemies! No longer will we wait behind barred doors and walls of stone!
No longer will our vengeance be denied! The dragons themselves will tremble
before our wrath!.
General Rajaxx is an extremely long fight, so the only option for this battle is
to conserve mana
Basically, waves and waves of Qiraji Warriors and flyers will keep pouring in.
Once a wave dies, another is sent within only two seconds.
Wave 1: Center - Captain Qeez
Swarmguard Needler x2 - Qiraji Warrior x4
Wave 2: Left side - Captain Tuubid
Swarmguard Needler x3 - Qiraji Warrior x3
Wave 3: Right side - Captain Drenn
Swarmguard Needler x5 - Qiraji Warrior x1
Wave 4: Further left - Captain Xurrem
Swarmguard Needler x3 - Qiraji Warrior x3
Wave 5: Further right - Major Yeggeth
Swarmguard Needler x4 - Qiraji Warrior x2
Wave 6: Deep left side - Major Pakkon
Swarmguard Needler x4 - Qiraji Warrior x2
Wave 7: Deep right side - Colonel Zerran
Swarmguard Needler x3 - Qiraji Warrior x3
You need to drink in this short lapse of time if you can. Warlocks and Mages
need to put a lot of DPS here on mobs. ALL Warlocks need to fear units
constantly, and dot the main tank's target while keeping a watch on the feared
mob, to recast fear on them again and again. Druids can entangle-root mobs, and
priests should use their Fear-2 mobs ability, hunters might get a chance to
place traps in between waves. This orchestrated mob control will ensure the
survival of all the 20 players, and keep you save from too much damage. Remember
to dot the main tank's target while fearing or entangling. Once it dies, move to
the next target -- rinse and repeat, until everyone is dead. Making the fight
last longer by crowd controlling is good -- in that lapse of time your healers
and DPS casters are regenerating mana.
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
If you keep the 4 Kaldorei Warriors and Human healed, you won't have much
trouble. They have tons of hit points. The challenge is if you wipe and they
die. They won't respawn for at least two more hours, so you will be left on your
own without the NPCs.
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.
Buru the Gorger
Abilities
Eggs - When an egg is destroyed, it deals 100-500 damage to players based
on their proximity to the egg. It also damage Buru the Gorger for 45000. A Hive
Zara Hatchling will spawn from a broken egg.
Creeping Plague - Creeping Plague is activated when Buru the Gorger has
less than 20% life. This debuff hit everyone in the raid. It deals 80 damage per
tick and continuously stacks up every 3 ticks. When Buru is destroyed, the
debuff fades from everyone.
Strategy
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. I
would also suggest players to use their Revered-boots from Arathi Basin
Battlegrounds for this event. The Boots allow you to run a bit faster than
normal.
Buru can't be tanked at all by a Warrior, but walks very slow and can be
kited(You can make him follow you while everyone ranges it).
Phase 1 is very straightforward. Players need to cause damage to the six
eggs of Buru -- but DO NOT destroy them. When the fight begins, Buru will start
following a random person. The key here is to pull him near an egg and destroy
it while he's on top of it. Once the eggs have 5% hit points, spam on Raid chat
"BRING HIM", to alert the runner to bring Buru and make him walk on top of the
eggs. When a eggs is destroyed a broodling will usually pop out. Half the raid
should focus on killing the broodlings, until they are dead, then assist in
killing the eggs. 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.
Special thing to note: Buru won't get aggro if you dot him or cast spells on
him. He won't stop chasing his target until it is dead, or becomes unreachable.
You should make the font color of Raid Chat blueish or green -- so that you can
read the Warning message in orange. When Buru chooses to attack a specific
player, you get a alert message onscreen saying that Buru is watching you.
Druids should be alert when they get Buru's attention. They are quietly
versatile to kite Buru. Turn into a Cheetah to run faster. When you need to
enter the water, do not swim normally, or Buru will reach you, since your
movement swimming is slower. Shapeshift into a seal quick and when you reach
land, shapeshift once more into cheetah.
All healers must run behind Buru to heal the target. Buru won't aggro if you
heal the chased player.
Ayamiss the Hunter
Abilities
Fly - Ayamisss is airborne for the first 50% of his health. Cannot be
meleed
Stinger Spray - 1000 nature damage to everyone in the raid. Approximately
every 30s.
Hive'Zara Swarmer - Summon roughly 20 wasps in the air. These descend
simultanously. Hit cloth for about 60.
Poison Stinger - 25 damage per second. Only used when Ayamiss is flying
and only on the person with the most aggro. Stacks up to 100 times. Not used
when Ayamiss descends.
Paralyze - Shackles a player on top of the altar. A yellow grub will
spawn near the bottom of the altar and head towards that player. If the grub is
not destroyed that grub will kill the player and spawn an elite wasp.
Strategy
The encounter with Ayamiss the Hunter is split into two phases: During phase 1
he is airborne and the fight is purely ranged. During phase 2 the battle is
fought on the ground.
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 the 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 Nature
Resistance, 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 (at least 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.
Ossirian the Unscarred
Strategy
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, bodypull the boss,
then head back to the middle and look for a crystal that will spawn. Two
crystals will be spawned at all times throughout the room. After about 2
seconds, the boss will at this point buff himself; with the buff he can hit you
for 13K damage, also when buffed, Ossirian moves pretty fast, faster than
walking speed. When Ossirian is about 20 yards to the crystal, have a designated
person click on the crystal to activate it. Note, the Main Tank should not aggro
Ossirian til 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 one-shots the Main Tank.
Kiting Ossirian
The mounted Rogue would be responsible for calling out the next crystal to kite
Ossirian to. A Druid or Shaman, or even a Paladin can be used to run ahead of
the MT to the next crystal as the designated crystal activator, Druid/Shamans
are preferred, since they can go in travel form towards the next crystal ahead
of the main raid. The crystal activator can also be used to heal the MT just in
case 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. It can also be done
counter-clockwise. 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 Ossirian.
Ossirian Damages
When not debuffed, Ossirian hits for 13K, which is instant death. Highest
priority is to continuously lure him to the crystals so he doesn't get to this
state. If he does, it's likely 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 it's wise to
stay away from Ossirian and only have the MT/OT close to him.
The reason why an Offtank might be needed is because there are tornadoes that
randomly spawn in the room. If you get caught in a 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. Everyone else should also be ready to
dispel any other party member 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. DoTs also work very well, keeping
DoTs on Ossirian - especially the one he is vulnerable to - will take him down.
Ossirian doesn't have a whole lot of HP, but since he is constantly kided 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, maybe more, and if you die
early, you can run right back to the fight. Just DotT and ranged attacks should
be all you need to deplete his HP. No melee damage other than the MT/OTs.
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