General Rajaxx

Started by Bastet, March 02, 2006, 04:17:50 PM

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Bastet

The mighty Qiraji known as General Rajaxx commands the Qiraji armies in battle. He was described in the War of the Shifting Sands as "a towering monstrosity, swinging clawed limbs, looming over all and always shouting commands to the insect soldiers of Quiraji and Silithid during battle." He is the second boss found in the Ruins of Ahn'Qiraj.

Abilities:
- Qiraji Warrior Queez - Intimidating Shout
- Tubin - Calls out a specific player that all mobs attack

Strategy:
General Rajaxx is an extremely long fight, so the only option for this battle is to conserve mana. Once Kurinnaxx is dead, 5 NPCs will spawn: Lieutenant General Andorov and 4 Kaldorei Elite. These NPCs will aid you in the battle to and against Rajaxx, so make sure you keep them alive. They can be healed and given a Mark of the Wild (unless that's been patched). Once everyone is ready the MT pulls the first group of mobs, this will also trigger the NPC's

The way you work each wave is simple: When they come running in to the room, have a warrior pull them back a little and then have a warlock start the chain fearing process (after the 3th wave). The Lt. General and Kaldorei Elite should automatically jump on a target so make sure you heal them when necessary. I know they can be hard to target, that's why I advise a macro such as "/target lieu". Once all the mobs are feared, the MT should grab the captain and pull him out of the way. Looking straight into the room where General Rajaxx resides, there's a wall to your left in your current room that's perfect for tanking captains. For all of the pulls, you'll want to down the flying cleavers first. So, while most of the enemies are feared or rooted, jump on cleavers one by one. After the cleavers, kill the captain, then the rest. My group usually has enough time left to go easy on the last mob so healers can regen.

Once the first wave is down, or if you've ran out of time, the next wave will start making its way to you. Basically, you follow the same plan as before.

Captain Drenn, otherwise known as the third captain, is a different story. Because he casts an AoE lightning attack that does about 700 damage a hit, I'd advise killing him first. When this third wave comes in, the captain usually casts his AoE around the Lt. General and aggros him. This presents a problem because the MT has to keep the captain in constant motion, exactly like Kurinnaxx. The Lt. General usually pulls the captain off the MT many times, so you have to heal him. While this is going on, warlocks, priests, and other warriors have to keep the fearing up on cleavers and qiraji warriors or the raid is going to be dead fast. Once the captain is dead, you can start taking down cleavers then warriors. Because of the severity of the fight, don't hold back on healing. The rest of the waves are generally the same as the first two so you have enough time to get back to full before Rajaxx.

Once you've finished all the waves, General Rajaxx will make his way to you. Looking into his room, start running towards it and make a right as soon as you pass through the door way. If you're a healer, this is a good place to stand. Generally, the MT needs to keep his back to a wall so when Rajaxx does his AoE knockback or MT knockback, he doesn't go flying across the room and can easily restablish aggro.

The thing about his AoE knockback is that it cuts your health in half. So unless you're the MT or the Lt. General, you don't necessarily need heals. The Kaldorei Elite and Lt. General make this fight so much easier, so make sure you heal them. The fight is the same all the way through, so just keep people up and the fight is easy.

Once you've killed Rajaxx and the NPCs are still up. Give it some time and they despawn and give you 100+ reputation with Cenarion Hold, he also sells some rare plans. After he been talked to a timer will activate and he will run away after a set time, so dont talk to him right after a kill.

Added Notes:
In each wave of attacks, one Warrior type mob will be kept rooted by a druid in the back far away from the elites agro range, no one will attack this mob till all the other mobs and boss-type mob have been killed, and the raid has regenned mana and hp. Otherwise the waves of mobs come too fast. One druid should be assigned the task of this and this alone. Another druid should be aware of this and be ready to take over.

The flying swarmer things are dpsed down first, then the other non-rooted warriors, and then the boss-type mob, this is the same for every wave except the third, when the swarmers is killed first, then boss, then warriors. Finally the rooted warrior is killed when the raid is at 100% again.

Bring the Kaldorei in for the General and keep them alive and its GG.

Melee can go almost all the time - only the person who has agro will ever be killed since the knockback reduces your hp by 50% each time, a renew/rejuv is sufficient to keep you alive. The NPC's also have a healing aura.
Aszune (Alliance):
Sokhar lv 80 (H/M) Warrior, Sokhár lv 80 (H/M) Death Knight, Beset lv 70 (NE/F) Druid, Bastet lv 70 (NE/F) Rogue, Mentu lv 70 (Dr/M) Shaman
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