[Raid] KoC Classic tour: Ruins of Ahn'Qiraj

Status
Not open for further replies.
Well, Ragnaros and the Flamewalkers proved no match for the killer rabbits, so on we go to the next step of classic progression: the Ruins of Ahn'Qiraj, affectionately abbreviated as AQ20 (although it will be going to 10 man in Cataclysm), even though I guess the logical abbreviation would have been RAQ.

I'm not even sure this is harder than Molten Core, to be honest, but it is a lot more scripted, and of the 6 bosses, there will be at least 3 in which the mechanics can't be ignored, which will be a first. :)

Initial plan for Sunday, 11/7 at 8pm server time. Hope you all like bugs!
 
From what I remember, it is "harder" to power-through than pre-1.8 instances because of fight mechanics, but bosses don't have as much HP as the 40-raids that came before it.
 
What, no BWL?!

Of course, it's only worth doing BWL for Nef class calls.
If you're going in order of (approx) diff and gearing, it would go ZG->AQ20->MC->Ony (no longer avail.)->BWL->AQ40->Naxx (not available), so technically, MC came out of order :p
 
Eh, I figured MC and AQ20 was a tossup, but you actually have to pay attention to mechanics in AQ20, so to me that made MC easier. :)

EDIT: I suppose we actually needed to pay attention to mechanics (a little) on 3 fights last night (Sulfuron, Majordomo, Ragnaros), so...ehh, tomato tomahto. :p

EDIT 2: Aside from Ragnaros, who drops ilvl 76 epics, the AQ20 drops are ilvl 74 rares and ilvl 72 epics, while MC drops are ilvl 71 epics. MC first! ;)
 
Ahn'Qiraj

Trailer


History
  • At release, Ahn'Qiraj was completely unknown, and all that was known was that the southern end of Silithus was blocked by the Scarab Wall.
  • The development of AQ was launched over two patches. Patch 1.8 revamped the Silithus zone entirely and created a huge quest hub devoted to exploring the lore around Silithus (prior, the zone was a wasteland of bugs and elementals, with very few quests in the zone).
  • Patch 1.9 enabled the start of the Ahn'Qiraj War, in which the entire server would have to work together to open the Scarab Wall and unlock the two raid zones, the Ruins of Ahn'Qiraj (AQ20), and the Temple of Ahn'Qiraj (AQ40).
  • There were two parts to the opening of the Scarab Wall. First, a war effort was set up in Orgrimmar and Stormwind, with a set amount of materials required for turn-ins by anyone on the server (ranging from basic cloth to crafting reagents). This was an effort to involve everyone in the server in the experience.
  • The second part was the quest line involving the recreation of the Scepter of the Shifting Sands. Raiding guilds spent weeks racing each other for the completion of the quest line(s). I am not even sure if this line is still possible to complete. This was the mother of all attunement quest lines:
    • What Tomorrow Brings - Discover Anachronos near the Caverns of Time. Soloable (just don't get too near him, because he's hostile)
    • Only One May Rise - (and consequently, only one may loot the head) Bring the Head of Broodlord Lashlayer (in BWL) to Baristolth of the Shifting Sands at Cenarion Hold. This obviously required a raid. At first, he only dropped one head for the 40 raid members to fight over. At least now, the head will drop for anyone with the quest.
    • The Path of the Righteous - Bring 200 Silithid Carapace Fragments to Baristolth in exchange for a Proxy of Nozdormu, which you can use on other players to give them the ability to collect fragments. This also gave 500 rep for the Brood of Nozdormu. This quest needed to be repeated to raise one player from hostile to neutral with the brood (so, about 100 times...that was a lot of fragments, thus the proxies). Prior to the opening of the gates, this was the only way to get Brood of Nozdormu rep.
    • Once neutral with the Brood of Nozdormu, you can do the quest Anachronos to find Anachronos near the Caverns of Time. Now he won't kill you when you try to talk to him.
    • Long Forgotten Memories - Locate the Crystalline Tear in Silithus (it was just to the north of the Scarab Wall)
    • A Pawn on the Eternal Board - Watch the scene and return to Anachronos. This showed the end of the ancient war of the sands, where Arch Druid Fandral Staghelm shatters the Scepter of the Shifting Sands to seal the Scarab Wall and keep the Qiraji behind it. In doing so, he turns his back on the wishes of the dragons Anachronos, Caelastrasz, Merithra and Arygos. Really cool scene.
    • The Charge of the Dragonflights - The scepter has been shattered into three shards, the red shard held by Vaelastrasz, the blue shard held by Azuregos, and the green shard held by Eranikus. You have to find each of the three to start the quests to retrieve the shards. This branches the quest line into 3 total lines, but I'll just do them in order here starting with red.
    • Nefarius's Corruption - After defeating Vaelastrasz in BWL, he tells you Nefarian stole the shard from him. You have 5 hours from this point to clear the rest of BWL and retrieve the shard. This one is the "easy" quest line, as it's the only step.
    • (Green shard start) Shade of Eranikus is in Sunken Temple. When you go there at this point, Malfurion Stormrage is there, and gives the quest Eranikus, Tyrant of the Dream, which orders you to find his agent outside Darnassus (which is great if you're Horde...).
    • Tyrande and Remulos - A forest wisp (no, really) tells you to talk to Remulos in Moonglade.
    • The Nightmare's Corruption - Collect Fragments of Corruption from each of the four portals to the Emerald Dream (Duskwood, Hinterlands, Feralas, Ashenvale). Located on the dragonkin patrolling each portal.
    • The Nightmare Manifests - Defend Nighthaven and Remulos from Moonglade until Tyrande arrives. This was tricky, as you fail if Remulos dies or if Eranikus (the enemy boss mob attacking Nighthaven) dies. The entire server was able to help with this (or screw it up by killing Eranikus). When Tyrande arrives, Eranikus is healed and relinquishes the green shard, which you are given a quest to return to Anachronos with.
    • (Blue shard start) And here's where it got...weird. Start by speaking to the spirit of Azuregos wandering around Azshara (and not the attackable dragon). He gives a hilarious speech and starts the quest Azuregos's Magical Ledger, which you need to deliver to Narain Soothfancy in Tanaris.
    • Narain agrees to help, but can't read the list. In order to read the list, he needs three things: his scrying goggles, a five-hundred pound chicken (yes, really), and volume II of "Draconic for Dummies" (yes, again, really).
    • So, to get the goggles, you get the quest Stewvul - Ex-B.F.F., which orders you to find Stewvul either in Silverpine or Outland (at the time, Outland was inaccessible, so it wasn't a tough choice to figure out where to go). He's actually hiding in a box near the Greymane Wall.
    • Turns out Stewvul lost the goggles in Molten Core...yes, really...so you had to go to Molten Core and kill trash endlessly until one of them dropped the goggles.
    • As for the five-hundred pound chicken...Narain sends you to Dirge Quikcleave in Gadgetzan.
    • Dirge gives the quest The Isle of Dread!, which was a level 60 raid-difficulty outdoor area south of Feathermoon Stronghold. You had to retrieve Lakmaeran's carcass and 20 Chimaerok Tenderloins.
    • After that, Dirge gives the quest Dirge's Kickin' Chimaerok Chops, which required 20 Goblin Rocket Fuel and 20 Deeprock Salt (and you were rewarded with the only epic cooking recipe in the game at this point). You also then had your 500 pound chicken (Lakmaeran's carcass + BBQ)
    • Finally, the copy of volume II of "Draconic for Dummies": Narain sends you to find his book on an island in the south seas. This island was way off the south coast of Tanaris, and required you to go through fatigue waters to reach it. It required either a swim speed potion or some water walking + improved movement speed.
    • Once to the island, searching a dirt pile there started the quest rAnSOm, with a ransom note to return to Narain (yes, the book had been stolen from the island, at this point Blizzard is just toying with the player)
    • Narain gives you a special kit to make you look like him and sends you to the ransom dropoff point in Winterspring, where you get the quest Who Does Number Two Work For?, which requires you to kill the NPC Number Two at the dropoff point. Doctor Weavil gives you information and you return to Narain.
    • Narain relays the information to you: the book was separated into 8 chapters (oh yes, 8!) and strewn all over the world. You have to collect each of the 8 chapters. As for where the 8 chapters are? Get ready:
      1. Doctor Weavil, Alcaz Island in Dustwallow Marsh - Outdoor raid boss (no loot)
      2. Felguard Elite, Tainted Scar - random drop
      3. Hederine Initiate or Slayer, Winterspring - random drop
      4. Undercity, near the book vendor (fun for Alliance!)
      5. Stormwind Library (fun for Horde!)
      6. Onyxia (oh yes, that Onyxia) - This still drops from level 80 Ony.
      7. Blackwing Lair, near Firemaw (yes, that Blackwing Lair)
      8. Ragnaros (hey, at this point, WHY NOT)
    • The Good News and The Bad News - Now that you finally collected all that crap, Narain can finally read Azuregos's letter to figure out what Azuregos needs. Turns out he needs 20 Arcanite Bars, 10 Elementium Ingot (drops off a single mob type in BWL), 10 Azerothian Diamonds and 10 Blue Sapphires. This allows Narain to build an Arcanite Buoy
    • The Wrath of Neptulon - Take the Arcanite Buoy to the Maelstrom near the Bay of Storms (Azshara) to summon Maws. Kill him for the Blue Shard (FINALLY!!!)
    • Back by Anachonos, turning in the three shards rewards you with the Scepter of the Shifting Sands.
    • If the war effort was complete, and the Scarab Wall was still closed, the holder of the Scepter could go to Silithus and bang the gong, opening the Scarab Wall and unleashing the Qiraji in Silithus (and unlocking AQ20 and AQ40).
  • The wall opening questline was epic, but when it finally came time to ring the gong and open the wall, everyone and his brother wanted to be in Silithus to watch it happen. Unfortunately, Blizzard's servers were unable to deal with that many people in one zone (think full Dalaran times 10), along with all the Qiraji NPCs. Nearly every server crashed repeatedly during the 10 hour event, and servers that didn't crash became barely interactive (talking one frame every 3-5 seconds). Blizzard learned a lot about world events from this one. First, never do a server-wide world event in a single zone. Second, don't force one guild to depend on an entire server's worth of gathering to open a raid (and conversely, don't force an entire server to wait on one scepter to open a raid). Third, people do actually like world events.
 
The scepter questline is still active right now, though completing it won't get you the scarab mount and title. Apparently the Cata launch is going to break it for good, though, and anyone who finished it will get a feat of strength for their trouble.
 
Ruins of Ahn'Qiraj Bosses

  • Kurinnaxx -- Health: 333,100

    Background
    • This was Blizzard's second attempt at token-set boss drops (ZG was the first), and again initially they went with a blue/purple token combined with a number of green scarab drops (like ZG coins). Later, they simplified it due to inventory bloating to just the token itself plus the necessary Cenarion Circle rep.
    • As an added incentive for the hardcore raid guilds, skill and spell book upgrades dropped from bosses in AQ20, three for each class. So, even if the gear wasn't an upgrade, every guild ran AQ20 to get the spell upgrades.
    • Kurinnaxx himself was fairly uneventful, but there was a ton of trash leading up to him that needed to be dealt with. Many a noob raid wiped much more to the leading trash than Kurinnaxx.
    • Kurinnaxx was one of only two required boss encounters prior to the final boss.
    • AQ20 marked the death of the "graveyard zerg technic" of boss encounters. Due to the (thankfully!) nearby graveyard, raids would complete the Kurinnaxx and Rajaxx encounters with attrition, dying and running back to join the fight. After a couple weeks of that, Blizzard implemented both zone walls (so you couldn't join the fight voluntarily) and zone teleports (which the boss used to port you into a dangerous location if you were too far out of the fight) prevented this exploit from ever working again.
    Mechanics
    • Kurinnaxx
      • Mortal Wound - Frontal cleave attack that stacks a debuff on hit targets that reduces healing by 10%. Stacks up to 10 times.
      • Frenzy - Increases attack speed by 75% and damage by 250 for 2 minutes. Cancelled by Tranquilizing Shot (which at raid release was only available from Molten Core)
      • Sand Trap - Appears under a player's feet. After 3 seconds, any player in trap takes 2000 damage, is silenced for 6 seconds, and has a 75% reduced chance to hit for 20 seconds.
    • Raid
      • Mortal Wound necessitated tank switching, usually after 3-4 stacks, since tanks were taking a lot of damage from his normal melee attack otherwise.
      • If you didn't have any hunters with Tranquilizing Shot, this fight was much harder. However, it was generally easier to take 20 people into Molten Core and defeat Lucifron than it was to defeat Kurinnaxx with 20 and no Tranquilizing Shot, so it was possible to get without getting a huge group.
      • The Sand Trap mechanic required the raid to spread out in a circle around Kurinnaxx, and not to get too close, and to always keep an eye open for a Sand Trap and to strafe out when it appears under you. Particularly important for tanks to avoid, because if you got silenced you couldn't taunt for 6 seconds, which could cause the other tank to die.
  • General Rajaxx -- Health: 416,375

    Background
    • This encounter is started by speaking with a friendly Cenarion Circle NPC that appears after Kurinnaxx is downed (thus Kurinnaxx is a required boss). He and his four companions will assist during the battle. If he survives the whole battle, he will sell you some rare items and repair your goods.
    • The encounter comes in 8 waves, each including a mini-boss, some Swarmguard Needlers (flyers) and some Qiraji Warriors. General Rajaxx is part of the final wave.
    • Technically, you don't need the NPC to start the encounter, but then all 8 waves will aggro at once when you progress to the next room.
    • Each mini boss has one special unique ability that changes up the encounter somewhat.
    • The next wave would not start until all mobs from the previous wave were killed (including the adds).
    • This was the big fight that put the end to graveyard runs. For many raids, that was the only way to complete the encounter early on (in fact, if you ran out of mana, the preferred solution was to get yourself killed so you could rez at the graveyard, drink/eat to full, and re-enter the fight). After that tactic was done away with by Blizzard, much complaining was made about the encounter being too difficult.
    • There are several rocks in the encounter room. Standing on them and pulling aggro can cause an evade bug and reset the encounter, though.
    • This was the last required encounter prior to the final boss.
    Mechanics
    • Wave 1 - Captain Qeez -- Health: 56,000
      • Intimidating Shout - 20 yard AoE fear
      • Adds: 2 flyers, 4 warriors
    • Wave 2 - Captain Tuubid -- Health: 56,000
      • Attack Order - Marks a target, and all adds will gun for that target
      • Adds: 3 flyers, 3 warriors
    • Wave 3 - Captain Drenn -- Health: 56,000
      • Hurricane - Targeted 10 yard range AoE lightning attack that hits for 700 damage per cast.
      • Adds: 5 flyers, 1 warrior
    • Wave 4 - Captain Xurrem -- Health: 57,000
      • Shockwave - 20 yard AoE damage for 150 and knockdown
      • Adds: 3 flyers, 3 warrior
    • Wave 5 - Major Yeggeth -- Health: 57,000
      • Blessing of Protection - Protection from all physical attacks
      • Cleave - 900 damage to all frontal melee targets
      • Adds: 4 flyers, 2 warriors
    • Wave 6 - Major Pakkon -- Health: 56,000
      • Sweeping Slam - Short range AoE Stun
      • Adds: 2 flyers, 4 warriors
    • Wave 7 - Colonel Zerran -- Health: 56,000
      • Enlarge - Magic buff cast on himself and adds that increases size and damage by 100%. Dispellable.
      • Adds: 3 flyers, 3 warriors
    • Wave 8 - General Rajaxx (alone)
      • Thundercrash - 40 yard range AoE knockback that halves every player's life and de-aggroes.
      • Disarm - Disarm current target's weapon and switch targets to next on threat list.
    • Raid
      • Wave 1 - Adds down first, stance dance/tremor totem/fear ward to avoid fear on tank, else the captain will run around killing ranged players.
      • Wave 2 - Adds down first, heals on the ordered target, fear adds if necessary to avoid death of ordered target.
      • Wave 3 - Captain down first because of Hurricane damage, then adds.
      • Wave 4 - Adds down first, knockdown is more annoying than troubling.
      • Wave 5 - Adds down first, dispel the blessing of protection, stay behind the major.
      • Wave 6 - Easiest mini-boss yet, adds are more dangerous.
      • Wave 7 - Dispel the enlarges on both adds and colonel. Colonel down first to avoid further enlarge casts
      • When Rajaxx himself comes out, everyone that's not the tank needs to get either behind him or put backs to the wall because of constant knockbacks.
      • Each knockback will halve your health. However, it does a minimum of 200 damage, so if you fall below 200, the next knockback will kill you. Even at 80 this might be a mechanic that needs to be considered.
      • The NPCs are immune to the knockback, so there's a decent chance that they tank Rajaxx. If they die, though, you get less rep bonus for the boss kill and can't buy items/repair afterwards. They can be healed, though.
  • Moam -- Health: 346,450

    Background
    • If you've read the previous boss strategies for here and Zul'Gurub and Molten Core (the BWL bosses can be lumped in here too), you may notice a theme that melee non-mana classes often get screwed in boss fights. This one, however, was the opposite, and the first boss fight that existed that was specifically melee-friendly.
    • Moam starts the fight with no mana, and constantly drains all caster mana throughout the fight. Casters could drain mana right back to combat this effect, but there was never enough to negate it.
    • Moam was an optional encounter, but probably the simplest of them.
    • Every 90 seconds, Moam would summon three Mana Fiends with 15,000 health each and briefly turn into a statue.
    Mechanics
    • Moam
      • Trample - Frontal AoE melee attack for 1000 damage.
      • Drain Mana - Drain 500 mana from up to 6 people and add to his mana pool (maxed out at 26,000).
      • Summon Mana Fiend - After 90 seconds, Moam will summon three mana fiend adds to aid the fight.
      • Turn to Stone - After the mana fiends are summoned, he turns to stone for 90 seconds and will not attack or use any of his abilities. He can be damaged as normal, though, and regenerates mana.
      • Arcane Eruption - When he reaches full mana, he erupts for 3000 AoE damage to every character in a 40 yard radius, launching them into the air (for additional fall damage). This is the situation to avoid if possible.
    • Mana Fiend
      • Arcane Explosion - 20 yard range arcane AoE for 1000 damage
      • Counterspell - Cancels random targets spell, blocking out that school of spell for 12 seconds.
    • Raid
      • Priests and Warlocks mana drain non-stop to prolong the fight.
      • At 90 seconds, preferably 2 warlocks would banish two of the fiends, while the raid burned down one at a time. If all 3 are down within 90 seconds, continue burning down Moam.
      • If Moam does reach full mana, either most of the raid would need to run clear of the eruption, or everyone would need to be topped off and healed immediately after the eruption. In essence, though, this fight was a DPS race to get Moam down before he filled his mana.
  • Buru the Gorger -- Health: 666,250

    Background
    • This is the first raid boss that is completely untankable. The adds that spawn, though, are tankable, so tanks are hardly useless.
    • This is also the first boss we'll encounter (well, maybe second with Rajaxx) where the mechanics matter even at 80.
    • Buru's room is surrounded by Buru Eggs, with 26,000 HP each. In the room, there is trash, but be careful to use only single-target abilities to defeat the trash. Any damage to any Buru Egg will start the boss encounter.
    • During the fight, any egg that is destroyed will spawn a bug hatchling with 15,000 HP.
    • When Buru reaches 20% health, phase 2 begins, and all the eggs break at once, releasing all the hatchlings simultaneously.
    Mechanics
    • Buru the Gorger - Phase 1
      • Target Player - When the encounter is triggered, Buru will target a player and follow that player around the room, moving at first at 25% player movement speed.
      • Speed Up - Every 15 seconds while chasing a player, Buru will speed up an additional 25%
      • Thorns - 50% additional armor and 40 damage return from all attacks.
      • Egg-splosion - If Buru is in proximity of an egg when the egg is destroyed, Buru will take 45,000 damage and reset his speed and player target.
      • Dismember - Stacking bleed debuff for 1200 damage every 2 seconds if he reaches melee range of his target.
    • Buru the Gorger - Phase 2 (from 20% on)
      • Armor crack - Guru's shell breaks, reducing his armor to normal.
      • Creeping Plague - Undispellable nature debuff for 80 damage every 2 seconds, stacking every 5 seconds (so 160 every 2 seconds after 5 seconds). Continues until Buru or the entire raid is killed.
    • Raid
      • If you are Buru's target, run away in a circle, keeping an eye out for the target egg so you can lead Buru to it. This is the entire mechanic of the fight. Run away from Buru, get him close to exploding eggs.
      • When eggs are destroyed, they spawn elite bugs, which can be tanked and burned down between eggs.
      • There wasn't much point at release to damaging Buru directly before phase 2 (DoTs worked ok), because the additional armor and thorns made it more of a pain than it was worth.
      • From the time Buru targets a player, that player has about 60 seconds to live before Buru overtakes them and kills them, so the raid has to coordinate well on the eggs.
      • When Buru reaches 20% life, his armor will break off, all the eggs will blow at once, and all adds should be off-tanked. All DPS should be using all cooldowns available to burn down Buru before the stacking poison overwhelms the healers (usually took about 30 seconds before it became unhealable)
  • Ayamiss the Hunter -- Health: 333,100

    Background
    • Ayamiss was another optional boss, and probably the most infrequently attempted boss in AQ20. Considered more difficult than Ossirian, due to the mechanics.
    • Another two-phase fight, Ayamiss is completely untouchable by melee classes in phase 1. Phase 2, however, is tankable normally.
    • During phase 1, melee's job was to kill Hive'Zara Larva that would spawn when a player got paralyzed, to avoid their death. The larva have about 3,000 HP each.
    Mechanics
    • Ayamiss the Hunter - Phase 1
      • Fly - Ayamiss is airborne until 70% health, and cannot be targeted or damaged by melee attacks.
      • Paralyze - Shackles a player to the top of an altar in the middle of the room. Also spawns a Hive'Zara Larva with 3,000 HP in one corner of the room that moves towards the paralyzed player. If the Larva reaches the player, the player dies, and the Larva morphs into an elite Hive'Zara Wasp with 10,000 life.
      • Poison Stinger - Poison debuff that does 25 damage per second for 10 seconds, stackable up to 100 times. Used constantly during flying phase and never afterwards.
    • Ayamiss the Hunter - Phase 2
      • Continues to make use of Paralyze.
      • Stinger Spray - 1000 Nature Damage to the raid, used every 30 seconds.
      • Immune to taunt. Sorry tanks.
      • Hive'Zara Swarm - Summons 20 Hive'Zara swarmers with 300 health each to attack the raid.
      • Lash - Stun current target for 2 seconds, disarm for 6 seconds.
    • Raid
      • For phase 1, all melee need to watch for Larva and kill them quickly before the paralyzed raid member dies. In phase 2, everyone needs to watch for and kill Larva.
      • Phase 1 "tanking" was often done using two ranged characters with high Nature resistance that alternated threat to avoid stacking the poison too high. At 70%, Ayamiss resets her threat list and comes close to the ground to be tanked normally.
      • Since Ayamiss is immune to taunt, it's generally a good idea to give your tank a couple seconds to build threat before unleashing the raid's fury on Ayamiss in phase 2. The AoE poison is annoying and can quickly overwhelm the healers, though, so don't wait too long.
      • Even at 80, being paralyzed and then contacting a Larva will kill you, so raids will still need to note the mechanics.
  • Ossirian the Unscarred -- Health: 499,650

    Background
    • Another huge gimmick fight, Ossirian is in an enormous room scattered with pillars that mess with line of sight.
    • All trash in the entire room needs to be cleared prior to the fight, because you'll be using the entire room during the encounter.
    • At the start of the fight, Ossirian is in Supreme Mode, nearly immune to damage and hits for over 10,000 damage per strike (on a properly geared level 60)
    • The entire fight revolves around the use of crystals that pop up from the sandy floor that weaken Ossirian to make him vulnerable to damage.
    • When the raid released, the first crystal didn't pop up until after the encounter began, and it would pop up in a random location, sometimes making it difficult to do the initial pull. Later on, a crystal was made available prior to the fight so the pull could be planned better.
    Mechanics
    • Ossirian the Unscarred
      • Supreme Mode - Increases damage, armor and attack speed by 300%, and increases spell resistance to all schools by 99%. Dispelled by crystal activation.
      • Enveloping Winds - 10 second stun on current target. Not dispellable, but resistable.
      • Tornadoes - While Ossirian is engaged, tornadoes will sprout up and move around his room randomly. If caught in one, a player will be hit for 2000 nature damage and thrown in a random direction.
      • Curse of Tongues - 20 yard aura that increases cast time by anyone inside that range by 100%.
      • War Stomp - 15 yard AoE knockback plus 1500 damage.
    • Raid
      • Ossirian needs to be within 40 yards of the crystal for it to affect him, so wait to activate the crystal until then.
      • Once a crystal is activated, it affects Ossirian for 45 seconds, meaning that is the time you have to find the next crystal and move Ossirian to it. Generally, one raid member is assigned to find all the crystals and lead the raid around the room, while keeping an eye out for tornadoes.
      • Activating a crystal makes Ossirian vulnerable to a specific school of magic (fire, frost, arcane, nature, shadow), so even when not in supreme mode, there may not be much a caster can do to him.
      • The tank needs to be constantly moving Ossirian towards the next crystal, since it takes a good 20-30 seconds to get him from one to the next. Generally, two tanks are used due to Enveloping Winds.
      • Since the entire fight is on the run, and Ossirian is highly resistant to most magic, it is a very pro-hunter/melee fight.
 
Boss information and mechanics now posted for all bosses. By my estimate, four of the bosses (Rajaxx, Buru, Ayamiss, Ossirian) have mechanics that our raid will probably have to pay attention to, which is a change from Zul'Gurub and Molten Core.
 
Well, it took 70 minutes, everybody got a turn tanking a boss, and we even lost two members to a one-shot-kill mechanic on a boss, but Ossirian the Unscarred's head is now removed from his body and presented to the Cenarion Circle. I forgot to take a picture this time, so just trust us.

The Cenarion Circle apparently couldn't afford a ceremony commemorating the victory, so one guy just yelled really loud about how proud he was of us.
 
Status
Not open for further replies.
Top