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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.
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.

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
|
5.56% |
|
|
4.44% |
|
|
42.22% |
|
|
28.89% |
|
|
27.78% |
|
|
22.22% |
|
|
20.00% |
|
|
18.89% |
|
|
12.22% |
|
|
8.89% |
|
|
7.78% |
|
|
6.67% |
|
|
6.67% |
|
|
5.56% |
|
|
4.44% |
|
|
4.44% |
|
|
3.33% |
|
|
3.33% |
|
|
3.33% |
|
|
3.33% |
|
|
3.33% |
|
|
2.22% |
|
|
2.22% |
|
|
2.22% |
|
|
2.22% |
|
|
1.11% |
|
|
1.11% |
|
|
1.11% |
|
|
1.11% |


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
|
4.50% |
|
|
4.50% |
|
|
45.05% |
|
|
34.23% |
|
|
29.73% |
|
|
20.72% |
|
|
14.41% |
|
|
11.71% |
|
|
10.81% |
|
|
10.81% |
|
|
9.01% |
|
|
9.01% |
|
|
9.01% |
|
|
8.11% |
|
|
7.21% |
|
|
7.21% |
|
|
6.31% |
|
|
6.31% |
|
|
6.31% |
|
|
6.31% |
|
|
5.41% |
|
|
5.41% |
|
|
4.50% |
|
|
4.50% |
|
|
4.50% |
|
|
3.60% |
|
|
3.60% |
|
|
2.70% |
|
|
0.90% |
|
|
0.90% |
|
|
0.90% |
|
|
0.90% |

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
|
68.87% |
||
|
6.60% |
||
|
4.72% |
||
|
4.72% |
||
|
0.94% |
||
|
54.72% |
||
|
36.79% |
||
|
17.92% |
||
|
14.15% |
||
|
14.15% |
||
|
9.43% |
||
|
9.43% |
||
|
8.49% |
||
|
7.55% |
||
|
7.55% |
||
|
7.55% |
||
|
5.66% |
||
|
4.72% |
||
|
3.77% |
||
|
3.77% |
||
|
2.83% |
||
|
2.83% |
||
|
2.83% |
||
|
2.83% |
||
|
1.89% |
||
|
1.89% |
||
|
1.89% |
||
|
1.89% |
||
|
1.89% |
||
|
1.89% |
||
|
0.94% |
||
|
0.94% |
||
|
0.94% |

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
|
42.86% |
|
|
4.08% |
|
|
2.04% |
|
|
42.86% |
|
|
30.61% |
|