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World Of Warcraft

THE RUINS OF AHN'QIRAJ


The Ruins of Ahn'Qiraj is a 20-man raid instance behind the gates of Ahn'Qiraj. For this reason it is usually called "AQ20." Construction of a three piece set begins at Cenarion Hold in Silithus and progresses by gaining faction with them by killing the inhabitants of AQ20 and acquiring regeants in the form of scarabs and multi-class drops. The set is comprised of a ring, a cloak and a 1H weapon.

Of interest to all classes is the inclusion of special books that drop from bosses that teach another rank of certain class abilities.

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  Bosses (needs to be ported to the wiki!)
Kurinnaxx
    Kurinnaxx is a fairly straightforward boss, with only one or two things to watch out for. Being a huge bug in an even larger room, likey you woud wish to tank him in the middle of it.
  • Of interest is his Moral Wound cleave ability that hits all in front of him, which redues healing effects by 10%. It is non-dispellable and stacks for up to 100%
  • His Sand Trap ability spawns a small pool of sand randomly near people which, upon explosion, silences any hit by it, as well as increasing attack time and doing 2000 damage. It is difficult to avoid it if spawns right under you. Of further interest, he can summon someone to directly on front of him, he frenzies at 30% health and Thrash ability gives him two attacks.
General Rajaxx
    This boss is not so much a bos enconter as an event. Shortly after Kurinaxx's death, An eye-patched human NPC with no shirt and wielding two axes name Lieutenant General Andorov will run in and stand at the far side of the room, followed by 4 Kaldorei Elite that will flank him. Do not talk to him until you are ready to begin. What will happen here is there is going to be 8 waves of enemies. In each, there will be some Swarmguard Needlers and some Qiraji Warriors as well as a mini boss. The 8th wave will be Rajaxx himself. Andorov is a friendly NPC in the fight and can be buffed, healed, and will tank the bosses fairly well, in addition to a buff exuding 200 health every 3 seconds and increasing attack/casting speed by 10%. It is in your direct interest to make sure he (and to a slightly lesser extent his guard entourage) stays alive. At each wave you will like want to have Andorov grab his pick and make sure a tank is on the mini boss. Some of theseminibosss have unique attacks that can be pretty serious. Fear away the remainder or use careful crowd management (they can be rooted/frozen) to dispatch them. Each wave must be complete in 3 minutes or the next will start. Finally Rajazz will come out. It is again in your interest to have Andorov tank him and keep him healed. General Rajaz has a variety of attacks including a Thunder Clap-type of ability that reduces health to 50% of current, as well as the ability to dismiss aggro on a person completely. It helps if the Kaldorei Elites are still alive, but in either case Rajaxx can kill any of them quickly. Healing is key in these moments.
Buru The Gorger
    Through a tunnel off to the left and down a steep fall is the pt of Buru, a giant purple beetle. This boss cannot be tanked in the traditional sense. rather, damage is done to Buru for the first 80% by exploding the eggs surrounding the area while he is overtop of him. To complement this, Buru focusses his attention on one person at a time and slowly gains speed on them. The stage can be seen as a large circle. You will have the person being chased run in one direction while the rest of the raid will work at killing down an egg. Do not finish off the egg until the person being chased leads Buru right over it. After the small explosion, Buru will lose roughly 45000 health and a small bug will appear hat must be killed. Another person will be chased, and the raid should kill the bug and move on to the next egg. It is important to be mindful of the 'deep' water, which is a small patc at the base of the waterfall that one swims in. This can significantly reduce one's speed and effectively ruin one's chance of escape from Buru, who delivers a nasty Dismember debuff upon catching you. At 20% Buru's shell will explode, exposing the squishy core beneath. At this point it becomes a traditional tanked fight, with 4 bugs added and a debuff that makes it crucial that you kill him quickly.
Ayamiss the Hunter
    Ayamiss is considered an optional boss, but in reality all bosses that do not stand directly in your way can be considered optional. There are two ways of reaching the altar where Ayamiss is; the shorest way is taking a left once inside Ossirian's room and heading down the stairs, and the longer route begins in the upper corner of Buru's room. The best place to stand for this fight is on top of the altar itself upon charging him. For the first 30% of his life he will sty out of melee range in the air. While up there he will be able to cast many deadly attacks, including a needle spray that hits everyone for 1000 nature damage, a stackable damage debuff applied to the top aggro spot, and sacrifice someone, pinning them to the top of the altar whie a drone makes it way up one of the sides. If it reaches the person, they will die and a powerful elite will be born. Kill it quickly. He is also able to summon swarms of insects to attack simultaneously. These can be very quickly aoe'ed. Upon landing here merely needs to be tanked. He can still sacrifice people, and does not appear to be tauntable.
Moam
    While travelling to Moam you ill have to have adapted a strategy for defeating the Obsidian Destroyers. Usually, this involves mass mana draining to avoid highly potent AoE blasts and trying to spread apart to avoid its mana drain. Moam is almost exactly like this, but much larger. Try to spread around it and stay as far away as possible. Those classes that can mana drain should, as te AoE blast it emits can very quickly wipe raids. After a certain time Moam will go into its 'stone form' and summon arcane elementals. Though they go down very easily, a wise course of action is to banish them and go ahead and try and kill Moam off quickly, mana draining all the while. If the elementals are left to roam the groups it can be very damaging.
Ossirian the Unscarred
    Ossirian is a notoriously difficult boss, especially given the previous bosses. Even the mobs in the room prove a challenge and will amount in a fair amount of deaths per pull. What you are given to work with is a cleared arena-sized room with large pillars. When the boss is pulled, small blue crystal spires will poke from the ground. As Ossirian is fighting you, CTRaid will warn you when he is about to go into Supreme Mode. In this mode Ossirian gains extra attack power and speed, and will quickly wipe a raid. The secret is these crystal spire which, when activated (right clicked on) will take him out of Supreme Mode. Usually at this time his magical weakness will change. Once a spire has been used the raid will need to drag him over to the next one. Have a hunter be devoted to running around finding ones that have sparkles over them, as these ones are able to be activated. Healers have a considerably difficult job wih this fight. Not only do they have to make sure they aren't kicked by Ossirian but also heal the tanks as they run around. A "Curse of Tounges" slows spellcasting, so this will need to be decursed quickly. Proper timing with the crystals is also key. To further increase the difficulty, tornadoes roam the arena, usually around the edges, to do a high amount of damage in its path. The raid and scouts will have to watch for these and somehow make sure they get to the crytals on time.
  
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