Kurinaxx
Mortal Wound - 15second debuff that reduces healing by 10% on the victim. Stackable.
Sand Trap - random AoE that spawns below people's feet. Takes a while to burst so people can get away from it. Deals moderate damage (around 2k), and debuffs victims with silence and reduced chance to hit with melee by 75% for 20 seconds.
Enrage - triggered when Kurinnaxx reaches 20% health
Strategy:
The fight requires at least 2 tanks. They should all be fighting for aggro after the MT. The tank drags Kurinnaxx around so he and the melee people can avoid sand traps below them. Tank is going to get stack-debuffed by Mortal Wound, so healers should be on their toes. Once the current tank gets a stack of 5 mortal wounds, he stops hitting Kurinnaxx and calls out a switch, and the next tank should taunt/mocking blow Kurinnaxx off the current tank. The previous tank should wait for the mortal wound debuff to expire before he can continue hitting Kurinnaxx and be on standby for taunting.
Non-tank people should be spread out, and be on the lookout for sand traps spawning near their feet. Once they see one, they should move away from it immediately. If ever they get hit and debuffed by the sand trap, they should bandage to help the healers' mana.
Once Kurinnaxx reaches 20% health, healers should get ready to overheal the tanks, as Kurinnaxx enrages. Continue to pound on him until he's dead.
After the fight, there will be NPCs running from the entrance to your location. NO ONE SHOULD TALK TO LIEUTENANT-GENERAL ANDOROV UNTIL THE RAID IS READY. Once the loots are distributed, and rebuffed, druids should buff the NPCs and the raid should be positioned near the doorway. Once all are ready, have a person talk to Andorov to start the event.
general rajaxx
AoE Thunderclap - Rajaxx stomps and knocks people away from him. Reduces current HP to half. If the current HP is less than 200, it kills the victim.
Notes on the NPC (Friendly):
-He deals huge damage, making it faster to kill the waves.
-He is immune to Rajaxx's AoE knockback, making him a very good main tank.
-He provides an AoE buff to the raid that heals for 200 every 3seconds, increases attack power by 10%, and decreases casting time by 10%. The buff is only available for people with Friendly and above reputation for Cenarion Circle.
-If he survives when Rajaxx is killed, he stays for a while and if you talk to him, he will sell 2 blacksmithing plans and some supplies cheap. Supplies consist of Heavy Runecloth bandages, Major Mana potions and Major Healing potions. These supplies are limited, so talk to him immediately, or somebody else will buy them all before you.
Stage 1
Wave 1 - Captain Qeez - Intimidating Shout
The off-tank should be ready to pick up the captain if ever the main tank gets feared.
Wave 2 - Captain Tuubid - Calls focus fire on someone in the raid. This captain sometimes calls on someone to be focus-fired by the adds, so he should be taken down first. Ignore all his adds and focus fire on him. This avoids him having to wipe the whole raid with called focus fire on each person one after another. Once he's down, resume killing on the adds.
Wave 3 - Captain Drenn - AoE lightning This captain can call down an AoE lightning, which deals huge damage. Have the MT grab him, and bring him to a corner away from the raid. Avoid the AoE lightning.
Wave 4 - Captain Xurrem - AoE knockdown
Wave 5 - Major Yeggeth - Cleave
Wave 6 - Major Pakkon - Sweeping Slam
Wave 7 - colonel zerran - Enrage This colonel will sometimes enrage and increase in size, raising its attack power. Shamans should be on the alert and purge the colonel whenever he enrages.
Wave 8 (Stage 2) - General Rajaxx
After the 7 waves, Rajaxx himself comes down. He does an AoE knockback, so whenever he does it, the raid should momentarily stop DPS to have the tanks generate enough aggro on him again. If Andorov is still alive, this fight will be easy, as he will still have the AoE buff on the raid, which will help the healers to only have to focus on Andorov and the MT. Split the healers to heal Andorov and the MT, and let anyone other than the tank should bandage when they are too low. Keep Andorov and the MT up and kill Rajaxx.
If Andorov has been killed before Rajaxx comes, this is going to be hard. Have another tank to support the MT. When Rajaxx knockbacks, the off-tank should get Rajaxx, and the whole raid should stop DPS until he has enough aggro. MT and OT should be fighting for aggro, so whenever Rajaxx knockbacks, the other tank should be able to get Rajaxx easily. Stop DPS every time he knockbacks, keep the tanks up, and everything should be fine. And remember to bandage when too low to help healers' mana.
buru the gorger
Dismember - stacking bleed effect that does 1248 damage every 2 seconds. Buru will only use this if he catches up to whoever he is targetting.
Run speed - while chasing a player, Buru's speed will start at a very slow speed, continually increasing until about 60seconds where Buru can outrun the player. Buru's run speed will reset every time he is hit with an egg.
Thorns - when melee people hit Buru, they will get damaged with 200 nature damage every melee hit they do to him.
Creeping Plague - activated when Buru has less than 20% life (phase 2). Stacking debuff dealing nature damage every tick that continuously stacks every 3 seconds. Nature Protection pots should help with this.
Strategy:
Phase 1
He will constantly set his eyes upon a member of the raid, and he will chase him down until he is dead, or has been hit by an egg. At this phase, the eggs are the key to dealing huge damage to Buru. Have the melee people deal with the egg-killing, while the ranged people on the Hatchling killing. The melee people should only be damaging eggs until 5%, then moving on to the next egg in a clockwise or counter-clockwise direction, depending on the decision of the raid. They should not hit Buru, or his ‘thorns’ will kill them. The people being watched by Buru will be kiting him all around the whole room, avoiding the deep waters since it will slow them down (unless its a druid, he/she can go on aquatic form). When an egg is ready (already down to 5%), the 'watched' person should bring Buru to the egg by luring him there. Once Buru is on top of the egg, melee DPS are to kill the egg immediately. The egg will deal huge damage to Buru (around 3-7% depending on Buru's proximity to the egg), will deal very minor damage to people with near proximity to the egg, and will spawn Hive'Zara Hatchlings. Ranged DPS should be killing these hatchlings immediately. Once Buru's hit by an egg, he will reset speed, and watch another random person. The watched person is going to kite him around and bringing him to the ready egg, melee DPS are to kill the egg once Buru's on top of it, and ranged DPS are to kill the hatchlings that will spawn once the egg is popped. This routine will continue until Buru has around 21-24% health. When Buru reaches that health, Warlocks should put Curse of Doom on Buru, ranged DPS should stop hitting Buru, and there should be no more DoTs on him. Bring him to the last egg, and it should get him below 20%. If his shell isn't popped yet, get him to a last egg, and re-apply Curse of Doom on him. Once he's below 20% health, his shell will break, and expose his brains.
Phase 2
Once his shell is broken, he activates his Creeping Plague debuff on everyone, and a bunch of hatchlings will spawn simultaneously. The raid should drink a Nature Protection Potion to initially protect them from the plague. This debuff is very deadly once stacked to a high number. The raid should unload all DPS on him as fast as possible before the plague kills everyone. The bug adds should be constantly feared to avoid them from hitting on the raid. Kill Buru fast, then kill the adds once he's down.
After looting, get ready to kill the Flesh Hunter up the ramp. Then move to your right (not through the doorway). Kill 2 more bug packs, and return to Rajaxx's room. Prepare to clear the other path to Moam.
moam
Drain Mana - drains 500 mana and gives 1000 mana to Moam per person drained.
Arcane Explosion - when Moam reaches 100% mana, he 'explodes', throwing people to the air, and causing 3000 arcane damage plus fall damage.
Turn to Stone - after 90 seconds from engaging Moam, he will turn into stone. At this state, he cannot attack and drain mana, but he will continue on regenerating mana. After 90seconds or once he reaches 100% mana, he will come out of stone.
Summon Mana Fiend - after 90 seconds from engaging Moam, he will summon 3 Mana Fiends then turn to stone. These Mana Fiends deal considerably huge damage and sometimes does Arcane Explosion for huge arcane damage. They can be banished.
Strategy:
Moam is an improved Obsidian Destroyer. Once engaged, DPS should be all out on him, priests should do nothing but Mana Burn, hunters maintain Viper Stings on him, and warlocks do nothing but Mana Drain until adds come. Healing should come from Druids and Shamans/Paladins. After 90seconds, he will summon 3 elemental adds and enter stone form. Warlocks should grab and banish their corresponding add, then continue Mana Draining, watching their timers to re-banish their adds. Priests should still do their Mana Burning, and hunters with their Viper Sting. Continue with the DPS and kill him quick. Once he's down, kill the elementals one by one. If the raid is lacking on warlocks, have a warrior offtank an add away from the raid, so its AoE wont hit anyone other than the tank. Moam should not reach 100% mana or he will 'explode', basically wiping the whole raid.
Primary Abilities
Thunderclap - deals huge AoE damage to melee range.
Shadowbolt Volley - deals huge AoE damage to ranged. Melee isn't affected.
Secondary Abilities
Plague - debuff that deals moderate nature damage to the person affected and anyone near the person. This affected person should stay away from the raid.
Meteor - a huge meteor falls down, dealing fire damage depending on the number of persons in the area. If there is only 1 person in the area, he will take all the damage, basically getting killed. If there are 5 persons in the area, the total damage is distributed to the 5 persons. The more people in the area, the less damage each person will receive.
Reflect Magic pairs:
Reflect Arcane/Fire
Reflect Frost/Shadow
Strategy:
The pull is basically a pet pull from a hunter. While its coming, observe the actions of the guardian, to know if its primary ability is Tclap or Shadowbolt. Assign a mage to apply Detect Magic on it to know its Magic Reflect. If it reflects Detect Magic, its most probably Reflect Arc/Fire. Once the primary ability is known, move to positions depending on it (Tclap = ranged, Shadowbolt = melee). Stay clumped up so in case the secondary is Meteor, the damage is soaked. Once both sets of abilities are known, move to the final positions and start DPSing the guardian. If its Plague, and the MT got affected, the off-tank should grab the guardian and tank it. Once they're dead, they also drop a chunk of obsidian like from the Obsidian Destroyers.
PrimalWoW - AQ20 guide
- Fárlight
- Posts: 227
- Joined: 24 Dec 2015 18:13
PrimalWoW - AQ20 guide
Last edited by Fárlight on 26 Mar 2016 13:34, edited 1 time in total.
PW:
Farlight level 70 warrior Arms
TW:
I don't have any chars
Farlight level 70 warrior Arms
TW:
I don't have any chars
- Fárlight
- Posts: 227
- Joined: 24 Dec 2015 18:13
Re: PrimalWoW - AQ20 guide
There will be more but not for now!
PW:
Farlight level 70 warrior Arms
TW:
I don't have any chars
Farlight level 70 warrior Arms
TW:
I don't have any chars
- kurthos
- Posts: 246
- Joined: 26 Sep 2015 11:04
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Re: PrimalWoW - AQ20 guide
This is a much better guide than the others you've done, impressive!
- Fastor
- Posts: 4027
- Joined: 16 Dec 2012 17:38
Re: PrimalWoW - AQ20 guide
As l said to Gnurg, Hyperlink spells 
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