Azorc
2006-02-21, 03:18 PM
Kurinnaxx
This boss has a debuff that requires tank switching. The debuff lowers the amount healed by 10% and it stacks. Once it stacks on 3 to 4 times, an off tank needs to take the aggro from the boss until 3 or 4 are stacked on him then the next tank takes aggro. Tanks should be position in front of Kurinnaxx MT right in front and the 2 OT to the left and right. Rogues should be positioned directly behind him. Casters should spread out around his little crator. Do not bunch up.
This boss also has a debuff called Sandtrap. It looks like a bubble rising out of the earth. It is susposed to be avoidable buy moving when you see the animation but so far that hasn’t been true. The debuff Silences you for 9 seconds and reduces chance to hit by 75%. When it goes off it also does quite a bit of damage.
General Rajaxx
This is an extremely long fight consisting of 7 waves of mobs:
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
We do this a little different then most strat guides I have seen on this fight. We do not activate NPC’s until the General has engaged the MT. More on that later.
We kill the waves in this order: Swarmguard Needler, Named, Qiraji Warrior. Needlers go down as quick as possible because they have a nasty cleave/whirlwind attack that owns us if they are up too long. While we are killing Needlers, warlocks should be targeting a warrior and fearing it. Be careful where you fear at though. Ideally we would like the Warriors feared back toward where the NPC’s are. If they get feared into the room they came from, there is a possibility that they will pull the next group. Once the Needlers are down we move on to the Named and burn him. When he is down we will decide if we need mana before the next group. If we do we will burn down all but one warrior. That Warrior will be off tanked, wisdom put on it and casters will wand all their mana back. If not, we will just kill it and move on to the next wave.
Rinse and repeat until we get to the General. Once the last wave is down, someone (prolly one of our rogues) will go over and activate the NPCs. All healers, but 2, will have the full time job of keeping the Lt. General alive. He MUST live. He does most of the tanking in the fight but takes an ass load of damage. 1 priest will be on the elites that are with him. They will occasionally tank and do take damage. It is better if they live, since we get more rep if they do, but not as required as the Lt. General. 1 priest toss heal the MT when needed. Do not attempt to keep people at full health on this fight because the knockback does a % of health. The only exception to this is the MT/OT that may have agro on the boss and the Lt. General
Moam
This is a fight where Warlocks have a chance to shine. Moam must be mana drained. I haven’t seen it but apparently he does a nasty aoe if he gets to full mana. So locks are going to be mana draining the entire time. Most time it is not enough, so a hunter needs to get the sting that drains mana as well and priests should be burn him. At about 20% he is going to spawn 3 elementals that the warlocks need to banish. They do a nasty aoe. If we don’t have 3 warlocks, or 1 doesn’t get banished for some reason, melee will burn the one(s) that are up down, then return to Moam. Once Moam is down we burn down the elementals and move on.
Ossirian the Unscarred
This is another long fight. Ossirian must have a debuff on him at all times. Debuffs are put on him by clicking on a crystal that spawns when he is in range. The debuff will make him susceptible to 1 kind of damage (fire, cold, nature, arcane or shadow). He can have more then 1 debuff on him at a time and each debuff lasts for 30 seconds.
The crystals spawn randomly around his room. We have 2 people running around on their mounts looking for the crystals. When they find one they will ping the map with its location. Hopefully the next crystal will be found before the one the group is moving to is brought up and then will begin moving to that one.
There are several things to watch for on this fight.
• There is a debuff that is put on the MT that puts him in a whirlwind. This is a deaggro while he is debuffed. There should be an OT building hate on him so he will aggro the OT and not some random raid member. Not sure if this is dispellable anymore (will update when I find out).
• When Ossirian is on the OT, it is very important that he is kept moving toward the next crystal.
• Ossirian has a knockback attack that sends people flying this will sometimes put the MT/OT out of healing range. If possible, try to keep 1 healer in front of where we are moving to to keep healing on the MT.
• There are 2 tornados that spawn and move randomly around the room. Stay out of them if at all possible.
Ayamiss the Hunter
Ayamiss is a 2 phase fight. He will be out of range of Melee until 50%. This means that he needs to be dotted and shot by ranged damage until he comes down. During this time he does 3 different attacks:
• Sting: Does 1 time nature damage and puts a stacking dot. If you are his target and get more then 3 dots stacked on you, you need to get out of range by running up the stairs toward Ossirian’s room.
• Sacrifice: He will sacrifice 1 member of the raid on his alter. A grub will spawn. If that grub reaches the alter, he will spawn a 60 elite bug and kill your party member. Create a macro with: /script TargetByName("Hive'Zara Larva");
• Swarm: He summons 10ish bugs to him to attack every minute or so.
All melee will be grouped up on the alter. They will kill all the grubs before they reach the sacrificed party member. The paladins will be in charge of killing the waves of bugs that come at us with consecration, they are gimps. 1 healer is on the steps going to Ossirian to heal the ranged people and others are over by the alter.
At 50%, he comes down and the MT picks up aggro and pull him back near the alter. He will still sacrifice and call the bugs. We continue to kill the grubs (usually 2 rogues or a rogue and dps warrior can get them down) and the bug swarms. Burn him down and we are done.
Buru the Gorger
Buru is another 2 phase fight. In phase 1 he is immune to melee, actually reflects melee damage back. The way to kill him is to break eggs and poison him. This actually accomplishes 2 things. Kills him and slows him down. Buru will always target 1 person. If you are targeted your job is to run him around until an egg is ready to be broken. Once it is ready, run him right over the egg. Buru needs to be poisoned fairly regularly or he get moving very fast. The longer he is un poisoned, the faster he gets. Do not FD or vanish or drop aggro any other way. It just makes him go after some other random raid member. As you are running you want to stay out of deep water and corners that you can’t get out of. If he catches you, you get dismembered, another stackable debuff that does damage. After an egg breaks a hatchling spawns and it needs to be killed as fast as possible. We want dots on him until he hits 30%, no dots after that. At 30% break 1 more egg, casters burn him down to 21% (NO DOTS!!!!). Then bring him over the last egg and break it.
So begins Phase 2. 3 things happen when he drops below 20%: he in no longer immune to physical damage, he poisons the raid with a stacking dot and all the eggs break and hatchlings attack us. Hatchlings need to be feared and kept away from the raid. Warrior fears, priest fears, warlock fears, just keep them away. We have about 30 seconds to kill him because of his stacking poison dot. If we did it right, he will be about 15% life. We huddle this guy. So if you are a caster and get agro, don’t run. Just keep hitting him. If we have to chase him all over the map we will lose. He doesn’t have a lot of hit points, just a tiny hitbox and he has to die quick. Once he is dead, we clean up the hatchlings and call it a night.
This boss has a debuff that requires tank switching. The debuff lowers the amount healed by 10% and it stacks. Once it stacks on 3 to 4 times, an off tank needs to take the aggro from the boss until 3 or 4 are stacked on him then the next tank takes aggro. Tanks should be position in front of Kurinnaxx MT right in front and the 2 OT to the left and right. Rogues should be positioned directly behind him. Casters should spread out around his little crator. Do not bunch up.
This boss also has a debuff called Sandtrap. It looks like a bubble rising out of the earth. It is susposed to be avoidable buy moving when you see the animation but so far that hasn’t been true. The debuff Silences you for 9 seconds and reduces chance to hit by 75%. When it goes off it also does quite a bit of damage.
General Rajaxx
This is an extremely long fight consisting of 7 waves of mobs:
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
We do this a little different then most strat guides I have seen on this fight. We do not activate NPC’s until the General has engaged the MT. More on that later.
We kill the waves in this order: Swarmguard Needler, Named, Qiraji Warrior. Needlers go down as quick as possible because they have a nasty cleave/whirlwind attack that owns us if they are up too long. While we are killing Needlers, warlocks should be targeting a warrior and fearing it. Be careful where you fear at though. Ideally we would like the Warriors feared back toward where the NPC’s are. If they get feared into the room they came from, there is a possibility that they will pull the next group. Once the Needlers are down we move on to the Named and burn him. When he is down we will decide if we need mana before the next group. If we do we will burn down all but one warrior. That Warrior will be off tanked, wisdom put on it and casters will wand all their mana back. If not, we will just kill it and move on to the next wave.
Rinse and repeat until we get to the General. Once the last wave is down, someone (prolly one of our rogues) will go over and activate the NPCs. All healers, but 2, will have the full time job of keeping the Lt. General alive. He MUST live. He does most of the tanking in the fight but takes an ass load of damage. 1 priest will be on the elites that are with him. They will occasionally tank and do take damage. It is better if they live, since we get more rep if they do, but not as required as the Lt. General. 1 priest toss heal the MT when needed. Do not attempt to keep people at full health on this fight because the knockback does a % of health. The only exception to this is the MT/OT that may have agro on the boss and the Lt. General
Moam
This is a fight where Warlocks have a chance to shine. Moam must be mana drained. I haven’t seen it but apparently he does a nasty aoe if he gets to full mana. So locks are going to be mana draining the entire time. Most time it is not enough, so a hunter needs to get the sting that drains mana as well and priests should be burn him. At about 20% he is going to spawn 3 elementals that the warlocks need to banish. They do a nasty aoe. If we don’t have 3 warlocks, or 1 doesn’t get banished for some reason, melee will burn the one(s) that are up down, then return to Moam. Once Moam is down we burn down the elementals and move on.
Ossirian the Unscarred
This is another long fight. Ossirian must have a debuff on him at all times. Debuffs are put on him by clicking on a crystal that spawns when he is in range. The debuff will make him susceptible to 1 kind of damage (fire, cold, nature, arcane or shadow). He can have more then 1 debuff on him at a time and each debuff lasts for 30 seconds.
The crystals spawn randomly around his room. We have 2 people running around on their mounts looking for the crystals. When they find one they will ping the map with its location. Hopefully the next crystal will be found before the one the group is moving to is brought up and then will begin moving to that one.
There are several things to watch for on this fight.
• There is a debuff that is put on the MT that puts him in a whirlwind. This is a deaggro while he is debuffed. There should be an OT building hate on him so he will aggro the OT and not some random raid member. Not sure if this is dispellable anymore (will update when I find out).
• When Ossirian is on the OT, it is very important that he is kept moving toward the next crystal.
• Ossirian has a knockback attack that sends people flying this will sometimes put the MT/OT out of healing range. If possible, try to keep 1 healer in front of where we are moving to to keep healing on the MT.
• There are 2 tornados that spawn and move randomly around the room. Stay out of them if at all possible.
Ayamiss the Hunter
Ayamiss is a 2 phase fight. He will be out of range of Melee until 50%. This means that he needs to be dotted and shot by ranged damage until he comes down. During this time he does 3 different attacks:
• Sting: Does 1 time nature damage and puts a stacking dot. If you are his target and get more then 3 dots stacked on you, you need to get out of range by running up the stairs toward Ossirian’s room.
• Sacrifice: He will sacrifice 1 member of the raid on his alter. A grub will spawn. If that grub reaches the alter, he will spawn a 60 elite bug and kill your party member. Create a macro with: /script TargetByName("Hive'Zara Larva");
• Swarm: He summons 10ish bugs to him to attack every minute or so.
All melee will be grouped up on the alter. They will kill all the grubs before they reach the sacrificed party member. The paladins will be in charge of killing the waves of bugs that come at us with consecration, they are gimps. 1 healer is on the steps going to Ossirian to heal the ranged people and others are over by the alter.
At 50%, he comes down and the MT picks up aggro and pull him back near the alter. He will still sacrifice and call the bugs. We continue to kill the grubs (usually 2 rogues or a rogue and dps warrior can get them down) and the bug swarms. Burn him down and we are done.
Buru the Gorger
Buru is another 2 phase fight. In phase 1 he is immune to melee, actually reflects melee damage back. The way to kill him is to break eggs and poison him. This actually accomplishes 2 things. Kills him and slows him down. Buru will always target 1 person. If you are targeted your job is to run him around until an egg is ready to be broken. Once it is ready, run him right over the egg. Buru needs to be poisoned fairly regularly or he get moving very fast. The longer he is un poisoned, the faster he gets. Do not FD or vanish or drop aggro any other way. It just makes him go after some other random raid member. As you are running you want to stay out of deep water and corners that you can’t get out of. If he catches you, you get dismembered, another stackable debuff that does damage. After an egg breaks a hatchling spawns and it needs to be killed as fast as possible. We want dots on him until he hits 30%, no dots after that. At 30% break 1 more egg, casters burn him down to 21% (NO DOTS!!!!). Then bring him over the last egg and break it.
So begins Phase 2. 3 things happen when he drops below 20%: he in no longer immune to physical damage, he poisons the raid with a stacking dot and all the eggs break and hatchlings attack us. Hatchlings need to be feared and kept away from the raid. Warrior fears, priest fears, warlock fears, just keep them away. We have about 30 seconds to kill him because of his stacking poison dot. If we did it right, he will be about 15% life. We huddle this guy. So if you are a caster and get agro, don’t run. Just keep hitting him. If we have to chase him all over the map we will lose. He doesn’t have a lot of hit points, just a tiny hitbox and he has to die quick. Once he is dead, we clean up the hatchlings and call it a night.