Kurinnaxx

Started by Bastet, March 02, 2006, 04:16:39 PM

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Bastet

Kurinnaxx, a large Sandreaver, is the first boss found in the Ruins of Ahn'Qiraj.

Abilities:
- Mortal Wound - Stackable Debuff on the MT that reduces healing by 10%. This is a cleave attack so it can hit multiple people in front of him.
- Sandtrap - Random sandtraps spawn under player's feet. If they fully erupt before the player can move they take 2000 damage, are silenced and have their chance to hit reduced by 75% for 20 seconds.
- Enrage - at 30% health.
- Summon - Can summon a player in combat to immediately in front of him. This includes players who died and ran back into the instance.
- Thrash - gain 2 more attacks.

Strategy:
As befitting a first boss, this is a relatively straightforward fight. The fight takes place in a flat, featureless open room, and as long as you clear the trash mobs in the area beforehand there should be no surprises.

He has two attacks in his repetoire:

His main physical attack is a cleave that will do heavy damage to anyone in front of him. It also inflicts a fifteen second debuff called Mortal Wounds to the tank that reduces healing by 10%, stacks to 100%, and is not dispellable. This necessitates a great deal of tank swapping in the fight.

His other attack is called Sand Trap. This is a ground targeted explosion roughly twenty yards in diameter that inflicts around 1900 damage and inflicts a debuff that silences, and reduces hit chance by 75%. There is a considerable delay to this explosion though, so as long as players remain aware of the animation, they can easily run out of the targeted area. Sand Trap seems to be targeted at random, and the trap is place directly beneath that target's feet.

The strategy with this boss is simple. The tanks all attack Kurinnaxx while moving backwards. This ensures that if Kurinnaxx targets one of them with Sand Trap, the tanks will have moved away from the targeted area before it explodes. The extra tanks should attack from the side so they can avoid the Mortal Wounds cleave. The tanks need to keep their aggro within a reasonable range of each other, as the Mortal Wounds debuff lasts much longer than the Taunt effect, so you can't risk Kurinnaxx switching back to the original tank before they are fully healed. The ranged DPS and casters all space themselves out for the fight and watch for the Sand Trap animation. As long as you never get hit with the Sand Trap, you have nothing to fear, but the movement debuff ensures that a second Sand Trap in your area will probably hit you. Rogues should position themselves near the secondary tanks. When they start to run low on health, they should Vanish, move away from the fight, and bandage themselves (Healers will mostly have their hands full with the tanks.)
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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