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World of Warcraft Guide, Raid, Ahn'Qiraj
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Ahn'Qiraj 20 Man Raid Guide

Ahn'Qiraj gates are open on several servers. The guilds that have killed mobs in the Temple (AQ40) have stayed fairly tight lipped about their strategies, but there are plenty of Ruins of Ahn'Qiraj (AQ20) strategies available. This is my first attempt at a guide for the Ruins of Ahn'Qiraj (AQ20) based on some of these available strats. It also has a compiled list of loot from Allakhazam, Thottbot, and various screenshots.


General Information

It should be noted by players who are having difficulty with a boss or bosses in this zone that the potential for a 'Graveyard Zerg' exists. The combination of the graveyard being very close to the entrance to the zone, and the ability to utilize mounts inside the instance allows for characters to potentially die and get back to the party who is still fighting the same boss.

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.

 

General Trash Mob Info:

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.

Kurinnaxx


Update:
Video of Kurinnaxx Fight: http://files.filefront.com/Kurinnaxx_0001wmv/;4445984;;/fileinfo.html




Kurinaxx is a one stage fight.

Prep Work: Things to be mindful of:.

Here is a very small video
(100k) of what Sand Trap looks like.
First is his AOE damage ability, called 'Sand Trap'. As seen in the video, it shows up as the sand moving as per something was burrowing underneath it, after it has completely surfaced, it explodes and hits all standing in the immediate area with 1300-1500 damage and renders then unable to cast spells, while also reducing their chance to hit with melee attacks by 75%. This is a 20 second debuff.

Second is his primary physical attack. It is called 'Mortal wounds.' It is a 15 second debuff that is applied in an arc in front of Kurinaxx. Anyone standing in this radius will be hit with a 10% debuff to all healing spells directed at that character. This debuff can stack ten times rendering your main tank completely unhealable. To avoid this, it is suggested that you swap tanks during the fight. During the video shown, they swap the tank 6 or 7 times.



Defeating Kurinaxx

You should position yourself as seen in the picture above. Have your three main tanks positioned at the head of Kurinaxx. The Main tank is the one in the middle. Your two offtanks (you could possibly survive with just one) are to the sides of Kurinnaxx outside of the radius of his Mortal Wounds attack.

Your Melee DPS should be all behind him. This will allow your tanks to turn him freely without worrying about the cleave hitting one of your rogues or other melee.

Your Ranged DPS and Healers should circle Kurinnaxx. He will not be moving around much during the fight, except when he is turning to switch tanks, so this is the best way to combat the Sand Trap Debuff. You don't want to let more than one of your healers get hit by it at a time, or you will have difficulty healing your tanks.

There are no aggro reducing abilities in play in this fight, so it is fairly straight forward. When the 'Mortal Wounds" debuff stacks to six on your primary tank, you have one of the offtanks pull aggro (the boss *is* tauntable) for 15 seconds so that the effect can wear off. At this point you can either have your main tank pull aggro back, or have him wait until the first off tank has the debuff stacked to six before returning to tanking duty.

If you accomplish this, the fight is fairly straight forward. Melee DPS needs to be aware of your healers mana, and help out by bandaging if at all possible. When Kurinnaxx reaches 20% he will enrage. Tranq shot will have no effect on this enrage. (Thanks Domandred)

In short:

1. Switch tanks when Debuff stacks to 6.
2. Avoid Sand Trap.
3. Conserve Mana.
4. Loot Rares/Epix.


Loot

Vestments of the Shifting Sands

5.56%

Qiraji Sacrificial Dagger

4.44%

Qiraji Regal Drape

42.22%

Sand Reaver Wristguards

28.89%

Qiraji Martial Drape

27.78%

Toughened Silithid Hide Gloves

22.22%

Belt of the Inquisition

20.00%

Qiraji Magisterial Ring

18.89%

Belt of the Sand Reaver

12.22%

Tablet of Strength of Earth Totem V

8.89%

Tablet of Grace of Air Totem III

7.78%

Qiraji Ceremonial Ring

6.67%

Tablet of Healing Wave X

6.67%

Guide: Multi-Shot V

5.56%

Tome of Frostbolt XI

4.44%

Tome of Arcane Missiles VIII

4.44%

Codex of Prayer of Healing V

3.33%

Libram: Blessing of Wisdom VI

3.33%

Libram: Blessing of Might VII

3.33%

Manual of Heroic Strike IX

3.33%

Handbook of Deadly Poison V

3.33%

Formula: Enchant Gloves - Superior Agility

2.22%

Grimoire of Shadow Bolt X

2.22%

Grimoire of Immolate VIII

2.22%

Codex of Greater Heal V

2.22%

Tome of Fireball XII

1.11%

Grimoire of Corruption VII

1.11%

Book of Rejuvenation XI

1.11%

Handbook of Backstab IX

1.11%

 

General Rajaxx




Each of the waves consists of Qiraji Warriors and Captains/Colonels. The regular warriors are level 61 elites. The Captains/Colonels are 63 elite.

The Rajaxx fight is another two stage battle. First stage being the waves of Captains/Colonels and regular warriors. Second being the battle with Rajaxx himself.

Stage One:

It is imperative that once you kill Kurinnaxx, 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!.

Basically, waves and waves of Qiraji Warriors and flyers will keep pouring in. Once a wave dies, another is sent within only two seconds. 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.

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.

Reddbeard of guild Silent Watch suggests that when are you are down to the last warrior of the last wave of mobs, you can utilize feign death and keep the mob trapped for an extended period of time.

This has two potential uses:

First: Allows your casters to regen mana, so you can start fresh against Rajaxx

Second: If you keep the mob trapped for a long enough period of time (10-15 min) the NPC guards will respawn and help you fight the boss. They are not needed to kill the boss, just helpful.

Another Suggestion from Domandred of Guild Spartans on Icecrown

However we did come up with a brilliant strategy. When the last warrior is up on a wave put your best tank on it. Then have a Paladin Judgment of Wisdom. Casters use ONLY daggers or wands to dps the warrior down, nobody else does anything. By the time whe warrior is dead the casters should be full mana and ready for the next wave.

Stage Two:

It is suggested by Kiava that having the named NPC (if he is still alive) will make the encounter considerably easier. The NPC is immune to the knockback effect, so it is a very capable tank for the second half of the encounter.

The Rajaxx fight itself is another basic 'heal the tank, don't pull aggro type of fight'

Rajaxx has two primary attacks.

First: Partial Deaggroing knockback (a la Wingbuffet)
Second: AoE Nature Damage

Have multiple tanks building aggro in a firemaw type positioning and you should have no problems with this fight.

Loot

Manslayer of the Qiraji

4.50%

Boots of the Vanguard

4.50%

Qiraji Regal Drape

45.05%

Qiraji Martial Drape

34.23%

Bracers of Qiraji Command

29.73%

Southwind's Grasp

20.72%

Tome of Arcane Missiles VIII

14.41%

Tome of Fireball XII

11.71%

Manual of Heroic Strike IX

10.81%

Guide: Aspect of the Hawk VII

10.81%

Tablet of Healing Wave X

9.01%

Tablet of Strength of Earth Totem V

9.01%

Legplates of the Qiraji Command

9.01%

Qiraji Magisterial Ring

8.11%

Tome of Frostbolt XI

7.21%

Guide: Serpent Sting IX

7.21%

Codex of Renew X

6.31%

Handbook of Backstab IX

6.31%

Handbook of Feint V

6.31%

Boots of the Qiraji General

6.31%

Codex of Greater Heal V

5.41%

Manual of Battle Shout VII

5.41%

Formula: Enchant Gloves - Superior Agility

4.50%

Qiraji Ceremonial Ring

4.50%

Handbook of Deadly Poison V

4.50%

Libram: Holy Light IX

3.60%

Guide: Multi-Shot V

3.60%

Codex of Prayer of Healing V

2.70%

Grimoire of Immolate VIII

0.90%

Grimoire of Corruption VII

0.90%

Libram: Blessing of Might VII

0.90%

Manual of Revenge VI

0.90%

Moam




Moam is a two stage fight (I think I'm seeing a pattern here!)

Stage one:
This fight is much like the boss of "The Calling" where you need to have more mana drain than the mob's mana gain. Bring a bunch of Warlocks/Priests/Hunters to achieve this.

Moam starts out at zero mana at the beginning of the encounter. If you let her mana get to high she will use an Arcane Damage Knockback attack. This attack causes considerable initial damage as well as considerable falling damage after the fact. Staying out of range is one way to prevent taking this damage.

Since you need to be focused on mana drain, non mana draining classes should be your primary healers. Paladins, Druids and Shamans specifically.

Stage Two:
When you have gotten Moam to 50% it will summon forth three elementals. These mobs are much like the mobs near the pylons in Dire Maul and have nasty Arcane Damage AOEs. It is suggested that you have your warlocks banish these mobs and focus on keeping them banished for the duration of the fight.

After the first summons, Moam's mana will be depleted, but she will still be gaining mana. If allowed to live for a long enough time she will summon a 2nd set of elementals, which would get tricky if you didn't bring 6 warlocks. It is suggested that the boss is defeatable before she gets to the 2nd set of summons.

After you defeat the boss you will still have to deal with the three elementals. Let them out of banish one at a time and kill them that way.

Update:
Lind of guild jinxed suggests the following

Moam corrections and an easier way to do it.

The 3 element summoning is a timed ability not a health percentage ability. You have 90 seconds before the first summon and then 90 seconds from Moam begining to move around again before he summons again.

When Moam summons he loses some but not all of his mana. My observations put it at about -50% of a full bar (but this is a ballpark figure not a strait number). Ie if he is at 50% or below he drops to zero mana but if he is at 90% mana he'll drop to 40%.

Furthermore when Moam summons he becomes immobile doing no damage (but is still able to be damaged) until either.

A) All the summons have been killed
B) His Mana bar reached 100%

When he becomes mobile again the first attack delivered to him will trigger one of the arcane explosions that you normally see associated with a full mana bar.

Alternate solution to the one posted.

Control Moam's mana and let him blow up between the 60 and 80 second mark. At 90 seconds banish 2 summons and kill 1. Then release 1 summon and kill it leaving 1 summon chain banished. Meanwhile keep Moam mana burned. Time things right and Moam will never become mobile again."

Loot

Icon

Qiraji Spiked Hilt

68.87%

Icon

Qiraji Ornate Hilt

6.60%

Icon

Dustwind Turban

4.72%

Icon

Talon of Furious Concentration

4.72%

Icon

Gauntlets of the Immovable

0.94%

Icon

Gauntlets of Southwind

54.72%

Icon

Eye of Moam

36.79%

Icon

Guide: Serpent Sting IX

17.92%

Icon

Handbook of Feint V

14.15%

Icon

Qiraji Ceremonial Ring

14.15%

Icon

Mantle of Maz'Nadir

9.43%

Icon

Tome of Fireball XII

9.43%

Icon

Cloak of the Savior

8.49%

Icon

Ring of Fury

7.55%

Icon

Tome of Arcane Missiles VIII

7.55%

Icon

Chitinous Shoulderguards

7.55%

Icon

Grimoire of Shadow Bolt X

5.66%

Icon

Codex of Renew X

4.72%

Icon

Manual of Revenge VI

3.77%

Icon

Tablet of Grace of Air Totem III

3.77%

Icon

Formula: Enchant Gloves - Fire Power

2.83%

Icon

Grimoire of Immolate VIII

2.83%

Icon

Book of Healing Touch XI

2.83%

Icon

Grimoire of Corruption VII

2.83%

Icon

Manual of Heroic Strike IX

1.89%

Icon

Obsidian Scaled Leggings

1.89%

Icon

Codex of Greater Heal V

1.89%

Icon

Southwind Helm

1.89%

Icon

Libram: Blessing of Might VII

1.89%

Icon

Guide: Aspect of the Hawk VII

1.89%

Icon

Handbook of Backstab IX

0.94%

Icon

Libram: Blessing of Wisdom VI

0.94%

Icon

Legplates of the Destroyer

0.94%




Buru the Gorger




The Buru the Gorger fight is another fight where Blizzard tries to stray from the old 'Heal the Tank, DPS the Mob' Scheme.

There are three things that you are attempting to accomplish in this fight. First, not to die to Buru's Melee Damage. Second, Destroying Eggs while Buru is overtop of them (which will cause him damage). Third, Killing the Broodlings that spawn when each egg is defeated. To this end it is suggested you break your raid into two parts. The Egg DPS and the Broodling DPS groups.

It should be noted that Buru is Immune to Taunt.

Stage One:


Buff up normally, and begin attacking the nearest egg. When you get it to a low percentage, pull Buru overtop of it and then proceed to destroy the egg. This is the primary way to damage Buru during stage one. When the egg is destroyed, a broodling will appear, these will need to be dealt with by the Broodling DPS group.



Buru will mark someone, and there will be an emote saying that he has set his eyes on a particular character. This person must kite Buru around in circles until the next egg is at a low percentage and ready to be utilized against Buru. Your healers should be focusing on the kiter at this time. Rogues should utilize sprint, and Druids should utilize both Cat and Water forms to aid this kiting.

Once an egg is destroyed, the egg destroying group should immediately move to the next egg in a uniform fashion. It is suggested that going clockwise or counter-clockwise around the room is the best way to make sure you are never too far from the next egg. The Broodling dps group should defeat the broodling and then join the Egg DPS group and assist them in defeating the next egg.

Stage Two:

This will continue until Buru reaches 20%. At this point his shell will be knocked off, exposing the soft inner section. Buru becomes mostly a Tank and Heal boss at this point, except for the fact that he will hit the raid with a debuff that does massive damage. You will have approximately 30 seconds to defeat Buru before the debuff kills you. Its a race against time at this point. Healing is not useful in this section and it is suggested that everyone be going all out against Buru.


Loot

Qiraji Ornate Hilt

42.86%

Qiraji Spiked Hilt

4.08%

Slimy Scaled Gauntlets

2.04%

Slime Kickers

42.86%

Qiraji Magisterial Ring

30.61%