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Ruins of ahn’qiraj

Ruins of Ahn’Qiraj

 

Deep in the deserts of Silithus lies an ancient and powerful race of beings known as the Qiraji. One thousand years ago the Night Elves and Bronze dragonflight combined their considerable powers to seal the Qiraji behind the Scarab Wall, with the help of the children of some of the Aspects. This is remembered as the War of Shifting Sands.

 

Recently, it was discovered that some of the Qiraji were finding ways past the wall. Anachronos, the bronze dragon, helped the adventurers of Azeroth open the Scarab Wall to prevent more incursions. The mortal races have now banded together to confront the evil Qiraji in their own land. A champion has opened the gate and the Horde and Alliance have driven the armies of the Qiraji back into ruins in retreat. It now falls to you and your comrades to delve into the lair of the Qiraji and put an end to their masters once and for all.

 

Dungeon Information

 

The Ruins of Ahn’Qiraj are located in Silithus, a contested territory. It was created as a 20-man raid for level 60’s. This is also the location of the Temple of Ahn’Qiraj which was created as a 40-man raid, also for level 60’s. It used to take approximately 3-6 hours to complete.

 

Getting to the Ruins of Ahn’Qiraj

 

Made your way to Cenarion Hold, in the center of Silithus and begin taking the road west out of town. The path quickly veers south and continues to do so for quite a distance. Eventually you reach a massive wall with a large open portal leading into Ahn’Qiraj.

 

At this point you have a choice of where to go. Should you go right, you will climb the great stairs to the Temple of Ahn’Qiraj (40-man instance), but should you go straight ahead you will find yourself standing before the portal to the Ruins of Ahn’Qiraj.

 

Map

 

Ruins of Ahn’Qiraj

 

Legend

  1. Entrance
  1. Kurinnaxx
  2. General Rajaxx
  3. Moam
  4. Buru the Gorger
  5. Ayamiss the Hunter
  6. Ossirian the Unscarred

1’. Empty Room

 

Quests

 

The few quests that are available for the Ruins of Ahn’Qiraj can be found in Cenarion Hold around the inn. Each NPC offers a set of quests available to each class that requires bringing fairly common drops from the instance.

 

The Perfect Poison

Quest Level

60 to obtain

Location

Cenarion Hold, Silithus

Contact

Dirk Thunderwood

Goal

Bring Kurinnaxx's Venom Sac and Venoxis's Venom Sac to Dirk Thunderwood

Experience Gained

4500

Reward

Ravenholdt Slicer or

Shivsprocket's Shiv or

Fahrad's Reloading Repeater or

Simone's Cultivating Hammer or

The Thunderwood Poker or

Doomulus Prime

Inside the inn, near the ramp, you will meet a crafty Dwarf from Ravenholdt Keep seeking a new kind of poison.

He asks you to enter the Ruins of Ahn’Qiraj and Zul’Gurub to retrieve the venom sacs from two of the bosses

There; Kurinnaxx and Venoxis. Once slain, you can loot their venom sacs and return them to Dirk in Cenarion

Hold for your choice of reward. Venoxis resides in Zul’Gurub, while Kurinnaxx makes his home in Ahn’Qiraj.

 

The Fall of Ossirian

Quest Level

60 to Obtain

Location

The Ruins of Ahn’Qiraj, Silithus

Contact

Commander Mar’alith

Goal

Return the Head of Ossirian the Unscarred to Commander Mar’alith in Cenarion Hold

Experience Gained

5000

Reward

Charm of the Shifting Sands or

Amulet of the Shifting Sands or

Choker of the Shifting Sands or

Pendant of the Shifting Sands

Once you have defeated Ossirian the Unscarred, one player may loot his head and return it to Commander

Mar’alith at Cenarion Hold for a choice of one of four rewards.

 

Qiraji Common Drop Table

 

These are drops that can be found on any of the six bosses in the ruins. For boss-specific drops, check out the sections detailing their battles.

 

 

Book of Healing Touch XI

 

Handbook of Backstab IX

 

Book of Rejuvenation XI

Handbook of Deadly Poison V

Book of Starfire VII

Handbook of Feint V

Codex of Greater Heal V

Libram: Blessing of Might VII

Codex of Prayer of Healing V

Libram: Blessing of Wisdom VI

Codex of Renew X

Libram: Holy Light IX

Formula: Enchant Cloak - Dodge

Manual of Battle Shout VII

Formula: Enchant Cloak - Stealth

Manual of Heroic Strike IX

Formula: Enchant Gloves - Fire Power

Manual of Revenge VI

Formula: Enchant Gloves - Frost Power

Qiraji Ceremonial Ring

Formula: Enchant Gloves - Healing Power

Qiraji Magisterial Ring

Formula: Enchant Gloves - Shadow Power

Qiraji Martial Drape

Formula: Enchant Gloves - Superior Agility

Tablet of Grace of Air Totem III

Grimoire of Corruption VII

Tablet of Healing Wave X

Grimoire of Immolate VIII

Tablet of Strength of Earth Totem V

Grimoire of Shadow Bolt X

Tome of Arcane Missiles VIII

Guide: Aspect of the Hawk VII

Tome of Fireball XII

Guide: Multi-Shot V

Tome of Frostbolt XI

Guide: Serpent Sting IX

 

 

 

Foes You Will Encounter

 

The Ruins of Ahn’Qiraj are full of every manner of insect, pest, and alien thing known to the world of Azeroth. You will square off with mighty beasts and swarms of lesser pests that will test your party’s resolve and cunning in a way you have never experienced.

 

ANUBISATH GUARDIAN – 60 ELITE

 

These gargantuan statues are the worst enemy you encounter in the zone. They each come with two random abilities that must be handled correctly or it spells doom for your raid.

 

Meteor: Everyone in a large area takes a total around 12,000 damage. If this flaming rock hits one person, they take the entire damage. However, if everyone is in a nice tight group the damage will be spread out over all players, minimizing death.

 

Plague: The infected person takes nature damage and causes nature damage to anyone near them. Should you get this ailment, simply run away from the raid until the timer expires, while receiving heals the entire duration. The MT will likely be the first target of the Plague, so the whole raid must avoid him or her.

 

Reflect: The Anubisath Guardian reflects two types of spell damage. To discover which he will reflect, simply use the Detect Magic skill.

 

Thunderclap: Area nature damage. Only the MT should be hit by this. Everyone else can back off and defeat the Guardian with ranged attacks.

 

Summon Guards: The Anubisath often spawns Anubisath Warriors or Swarmguards to attack the raid. The Warriors can be feared until they disappear, but the Swarmguards should be taken down immediately by Warriors and Rogues so that their cleave does not cause havoc in the raid.

 

Explode: At 10% the Anubisath’s hands burn with fire. If he is not defeated within five seconds, anyone near him takes fatal damage.

 

CANAL FRENZY – 60 ELITE

 

This is your basic school of ravenous fish. You only have to engage them if you jump into the water. Handle them as you would any normal enemy.

 

FLESH HUNTER – 60 ELITE

 

Although the monstrous blobs known as Flesh Hunters spit acidic bolts if not engaged in melee range, they’re best taken down from range. If anyone is in melee range, they’ll consume that player and very rapidly regain health. Stay outside of melee range, prepare to back off if the Flesh Hunter approaches, and take them down.

 

HIVE’ZARA SOLDIER – 60 ELITE

 

This insect starts out like any other battle, but as it comes closer to death it begins to retaliate against all melee attacks. When you see the emote stating this, have everyone except the tank back off and finish it with ranged attacks.

 

HIVE’ZARA SANDSTALKER – 60 ELITE

 

This bright yellow bug periodically burrows under the ground and appears within the raid group, usually attacking a caster. A quick intercept and taunt by a tank is all you need to counter it.

 

HIVE’ZARA BUG PACKS – 60 ELITE

 

You will meet these packs between Buru the Gorger and Ayamiss the Hunter. It’s recommended that you double back and skip these completely, but should you wish to cut your way through, you’ll be facing a terrible battle indeed.

 

Allow the Warriors to gain solid aggro prior to doing anything else. If you start to use AoE spells too quickly, the Drones may rush those casters and throw the raid into chaos.

 

Each pack consists of two Hive’Zara Collectors, two Hive’Zara Drones, and two Hive’Zara Tail Lashers.

 

Collectors: These have the abilities Web Spray (immobilizes enemies in a frontal cone for 10 sec.), Poison (219-281 Nature damage ever 2 sec.) and Deafening Screech (Silences nearby targets for 8 sec.). These are the most dangerous members of the pack and should always be targeted and killed first. Keep them away from casters to prevent Silence and face them away from the raid to avoid the Poison and Web Spray.

 

Drones: They frequently wipe hate and switch targets, so keep them away from casters if possible.

 

Tail Lashers: Their two abilities are the same Poison DoT as the Collectors (219 – 281 Nature Damage every 2 sec.) and Tail Lash (AoE melee attacks).

 

HIVE’ZARA WASP PACKS – 60 ELITE

 

Not a very challenging encounter. Eliminate the white Wasps first, and then move onto the Stingers. The Stingers frequently put a debuff called Itch which causes the Stinger to charge them periodically. The tank can chase it down and taunt it back before it can do any real damage.

 

QIRAJI GLADIATOR – 60 ELITE

 

These massive Qiraji come in pairs of two, so have two able tanks ready to separate them and hold the agro. Keep in mind they often use a moderate damaging attack called Uppercut, causing knock back. Stuns and massive single target damage make short work of these.

 

QIRAJI SWARMGUARD – 60 ELITE

 

They absolutely must be stunned as much as possible and tanked away from the casters. They use Sundering Cleave, and it will tear through cloth wearers if left in camp too long. They also have the Triple Attack ability which adds two instant attacks the next time they attack. Once they are safely out of the camp, use ranged damage to destroy them quickly.

 

SCARAB PACKS – 60 ELITE

 

These large squads of insects litter the area surrounding Moam. Massive area damage spells will win this fight quickly and without much trouble. It is more important to heal the casters than the tanks here because they will be taking the brunt of all attacks. Periodically, some of the scarabs charge players knocking them back a long distance. This is more a nuisance than a threat.

 

Bosses:

 

The Ruins of Ahn’Qiraj are home to six bosses spread out across the entire zone. Each one takes more cunning and strategy than brute force to defeat, so be ready to change tactics from your typical raid encounter.

 

Kurinnaxx is the first boss you battle in the zone, followed up immediately by General Rajaxx. After Rajaxx falls, you can choose to do any of the remaining four in any order you wish, Buru the Gorger being the easiest, and Ossirian the Unscarred the most difficult.

 

KURINNAXX

 

Kurinnaxx is a simple encounter, but it is also a very mobile encounter. You need two or three tanks, all ready to be the MT at anytime. Everyone else should spread out in a circle around Kurinnaxx with ample spacing.

 

Very often, a bubble pulses up from the sand and explodes. The raid must be ready to react to this before it bursts. Should you be near it when it explodes, not only will you take heavy damage, but your chance to hit will be significantly reduced, and you will be silenced. This debuff lasts an extremely long time, so it is incredibly important that everyone is paying attention and ready to shift positions. The MT must continually move around to prevent being hit by Kurinnaxx’s Sand Trap in addition to all movement by the raid.

 

The second ability one must be aware of is the debuff that is placed upon the MT. For ever stack of Kurinnaxx’s Mortal Wound, the player will receive 10% less healing. Should this stack greater than four times, the MT will be in serious trouble. During this time, the other tanks should be building some stable aggro until the MT declares that he or she has four stacks of this debuff. Once it is declared, another tank should taunt Kurinnaxx off the MT and take over as the new MT until they have four stacks of the debuff, at which point, the insect should be taunted off to a new MT and so on.

 

Kurinnaxx has a Wide Slash ability that acts like a Warrior’s Cleave, but in a frontal arc. It adds 500 physical damage on top of his normal melee attack and hits everyone in his frontal cone. At 30% health, Kurinnaxx will Enrage, increasing both his attack speed and damage dramatically. Kurinnaxx does not have much health, so if done correctly, this is a quick battle.

 

Drops:

Belt of the Inquisition

Belt of the Sand Reaver

Qiraji Regal Drape

Qiraji Sacrificial Dagger

Sand Reaver Wristguards

Toughened Silithid Hide Gloves

Vestments of the Shifting Sands

 

GENERAL RAJAXX

 

This is the battle that tests your raid’s resolve – and endurance. General Rajaxx is an encounter of not only stamina, but technique. After slaying Kurinnaxx, five NPC’s join and they’re ready for battle. When you’re ready to fight, speak with Lieutenant General Andohov and follow him and his subordinates to the battle field.

 

General Rajaxx hurls insults and sends wave after wave of his Warriors and Swarmguards into your camp. The first three waves are lead by his captains, the following two have majors at their heads, and the final wave comes to battle behind Rajaxx’s colonel. Andohov and his four Kaldorei Elites aid you in battle, but it’s still going to be a brutal encounter.

 

Lieutenant General Andohov has Aura of Command (heals nearby allies for 200 health ever 3 sec. and increases their attack and casting speed by 10%), Bash, and Strike to aid you and his troops. His Kaldorei Elite all have Cleave and Mortal Strike to wear down the enemies.

 

In addition to leading a wave of Warriors and Swarmguards, all the named mobs have Sunder Armor and Cleave, but each officer also has an ability unique to them as well.

 

Captain Queez has Intimidating Shout.

 

Captain Tuubid has the ability to direct all his minions to focus on a single target. Watch for this carefully and make sure to keep that unfortunate player protected. Raids should use Blessing of Protection if necessary.

 

Captain Drenn casts Lightning Cloud. It deals 653-857 initial Nature damage and the same amount ever 3 sec. for 15 sec. if players remain in the affected area.

 

Major Yeggeth utilizes the Shield of Rajaxx ability, which temporarily makes him immune to all spells for a 5 sec. duration.

 

Major Pakkon has Sweeping Slam that deals 1750-2250 damage to targets in his frontal cone and knocks those affected targets back.

 

Colonel Zerran can cast Enlarge, increasing the physical damage of the target by 438-562 for 1 min. This can be Dispelled.

 

Protect your new allies once the battle’s begun in earnest. Assign a healer or two to watch Andohov and his Elites and keep them alive. They take a good portion of the aggro with their massive damage output. Slowly, but surely, take down the Swarmguards first and immediately move on to the Warriors. Tanks should try to pick them up as best as they can, but it can be a very chaotic fight. Have the healers keep an eye on everyone unless they’re specifically assigned to the tanks or the NPC allies.

 

Once the guards are down, turn your attention to the officer be it Captain, Major, or Colonel. Take note of their special abilities and adjust the raid appropriately. As mentioned, protect the single target during Tuubid’s wave. Be ready to move during Drenn’s wave and call of spells during Yeggeth’s. Keep Pakkon faced away from the raid and Zerran tanked at all times and Dispel his massive growth.

 

After the waves of slaughter, General Rajaxx enters the fray. Hopefully, Andohov and his Elites are still alive and well; it makes taking out Rajaxx much easier. If your Warriors have the gear to become immune to disarm, have them don it before the battle begins. Although General Andohov will likely have aggro during most of the fight, so keep him healed. However, Rajaxx frequently disarms Andohov.

 

Casters should take note to keep their distance from the Qiraji General. Rajaxx’s Thundercrash is an absolutely deadly ability. It’s a wider AoE Thunderclap that deals just over 50% of the target’s total health to all creatures in the AoE. Since this is based on a percentage (plus a small number), it’s only important to keep the tanks at full health; everyone else should be fine with approximately 1000 hit points or so. However, this ability also causes knockback that resets the threat on all affected targets. Tanks must be ready to rotate Taunts when they can to keep Rajaxx from heading to the main body of the raid.

 

Drops:

Amber Idol

Boots of the Qiraji General

Boots of the Vanguard

Bracers of Qiraji Command

Jasper Idol

Legplates of the Qiraji Command

Manslayer of the Qiraji

Onyx Idol

Qiraji Regal Drape

Southwind's Grasp

 

BURU THE GORGER

 

This is one of those battles that requires you to think outside of the box. Immediately upon approaching Buru you should notice the eggs surrounding his pool. The battle begins the instant an egg is struck.

 

Buru’s outer shell is far too hard to damage with spells and swords to be effective, so you must use his own eggs against him. When an egg is destroyed it deals minor damage to any nearby players and an elite silithid will emerge to immediately attack whoever’s close. However, if Buru is very close to that egg when it’s destroyed two things happen: 1) Buru takes major damage and 2) his speed is reset (to an extremely slow default).

 

Assign a few people to “bug duty” and have them pick up the silithid that spawn from the eggs. Have the rest of the raid reduce the eggs to low health during the first part of the battle and kill them off whenever Buru gets to be too fast. Use Detect Magic to monitor his movement rate and kill an egg near Buru when he’s become a handful. This frees up a few DPS players to attack Buru during this first phase while using the eggs to inflict big damage. This shortens the initial phase considerably.

 

Buru often “sets his eye” upon a particular player, then proceeds to chase this target down. When this happens, the unfortunate player must lead Buru to one of the weakened eggs. When Buru’s in range of the egg, finish it off. One option is to destroy the eggs in a clockwise fashion around the pools so that each player knows which egg will be next to be destroyed. Again, weakening all the eggs increases both the complexity of the battle and your options when someone’s Buru’s target, but it speeds up the initial phase by letting the DPS hit Buru as well.

 

Buru will be hurting badly after a few exploding eggs. Once he reaches the 20% health mark, the real battle begins. Flying into a wild rage, Buru blows his top, exposing his brain to your raid. He then begins to emit a pulse of Nature damage that affects everyone in the raid. This damage increases the longer he stays alive. At this point, your DPS should unload every bit of firepower at their disposal, Priests should be chain casting Prayer of Healing, and everyone else should attack Buru. Warriors, including the MT, should use Recklessness and use Execute every chance they get.

 

Drops:

Buru's Skull Fragment

Fetish of Chitinous Spikes

Gloves of the Swarm

Quicksand Waders

Qiraji Ornate Hilt

Qiraji Spiked Hilt

Scaled Bracers of the Gorger

Slime Kickers

Slimy Scaled Gauntlets

 

MOAM

 

Moam can either be an incredibly simple fight, or a near impossible one. Raid structure is key here, as abilities and spells that drain mana are the keys to victory.

 

Moam begins the battle with 0 mana. However, this changes as the battle progresses. When he reaches 100% mana, he casts Arcane Eruption and inflicts massive Arcane damage on anyone within range. It has just over 40 yards in range. If it looks like he’s going to reach 100%, have everyone except the MT retreat to the 45-50 yard mark. Cast PW: Shield or Divine Shield on the MT and apply HoT’s before retreating. Arcane Eruption also shoots anyone affected (the MT is always unlucky) into the air to incur falling damage. Make sure the MT gets healing both during their “flight” and upon landing.

 

Priest, Warlocks and Hunters should be draining mana full time. Focus on this. Druids, Paladins, and Shaman should act as the healers since Moam’s melee damage is pitiful at best.

 

If Moam has less than 75% mana, a 90-sec. timer begins counting down towards his “stone form”; otherwise known as Energize. Moam deals no damage in this state, but regenerates 500 mana and health per second during this phase. Continue to burn Moam’s health down after he assumes his Energize form. After a short time, Moam will summon three Mana Fiends (approx. 14k health each). They can cast a high-damage Arcane Explosion (800-1000 damage) that can quickly end your raid. Luckily, they’re elementals and can be banished by Warlocks. If you have three or more Warlocks, this is simple; Banish the Mana Fiends and stay focused on Moam. Keep him below 100% mana!

 

Moam does not have much health. Keep pecking away at him while you drain his mana pool and he will soon fall. The key to winning the battle is to keep him under 100% mana and, if possible, Banish the elementals. If you’re without the requisite number of Warlocks, Focus Fire on the elementals while you keep the other(s) Banished.

 

Theoretically, since Moam’s timer toward his Energize form is only active if he’s below 75% mana and he only casts Arcane Eruption at 100% mana, stabilizing him between 76% and 99% mana is an option that will prevent him from: a) Summoning the Mana Fiends, b) regenerating health/mana at 500 per sec., and c) casting his Arcane Eruption.

 

Drops:

Chitinous Shoulderguards

Cloak of the Savior

Dustwind Turban

Eye of Moam

Gauntlets of the Immovable

Gauntlets of Southwind

Legplates of the Destroyer

Mantle of Maz'Nadir

Obsidian Scaled Leggings

Plans: Black Grasp of the Destroyer

Qiraji Ornate Hilt

Qiraji Spiked Hilt

Ring of Fury

Southwind Helm

Talon of Furious Concentration

Thick Silithid Chestguard

 

AYAMISS THE HUNTER

 

What could be worse than the endless Wasp pulls you encounter in the Ruins of Ahn’Qiraj? How about a giant Wasp?

 

The first thing to do is assign a Mage and Warlock to watch the skies for Swarmers. They come in huge droves, swarming their target to death. Their weakness, however, is that they have next to no health. One or two AoEs drops them.

 

Ayamiss has the ability to sacrifice any person in your raid on her unholy Qiraji altar. This happens approximately every 30 seconds and it’s her most dangerous skill. When someone’s placed on the altar, a larva rushes forward to the sacrificed person from the base of the altar. There are two spawn points to monitor, so assign a Rogue and Warrior to each.

 

This larva can’t be slowed, snared, or stopped in any way. It must simply be killed before it reaches the top. It’s imperative that every single player assigned to watch for the larvae pay attention and move to destroy them immediately. Should the larva reach its target, the player will die instantly, replaced with an elite wasp. If this happens more than once or twice, it will likely spell doom for your party, as the wasps take far too long to defeat to possibly deal with them, the Swarmers, the larvae, and Ayamiss.

 

Ayamiss begins the encounter by taking to the air, assaulting whoever has aggro with a stackable poison. When she begins to stack poison on players, that person should cease attacks immediately until the poison wears off, giving someone else a chance to draw her aggro. She lands when she reaches 70% health.

 

At this point, have everyone not give a previous assignment (Mage/Warlock Swarmer scouts and the Rogue/Warrior Larvae scouts) turn on Ayamiss. When she lands, she clears her hate list, so let the MT get aggro before dumping on the DPS. She gains the Stinger Spray ability when she lands; it deals approximately 800-1000 Nature damage to nearby targets. Ayamiss also has Lash, which knocks her target down for 2 sec. and has a chance to disarm.

 

Unleash the DPS once the MT has cemented aggro. Should you successfully stop ever single larva from reaching their target, the rest of the fight should fall into place.

 

Drops:

Boots of the Desert Protector

Boots of the Fiery Sands

Bow of Taut Sinew

Gauntlets of the Immovable

Helm of Regrowth

Qiraji Ornate Hilt

Qiraji Spiked Hilt

Ring of the Desert Winds

Scaled Silithid Gauntlets

Stinger of Ayamiss

 

OSSIRIAN THE UNSCARRED

 

While the order you take on the last four bosses is optional, Ossirian the Unscarred is considered to be the final boss of the Ruins of Ahn’Qiraj, and rightfully so. He tests your raid fiercely. This can be a very difficult battle, but once mastered, it is one of the most fun encounters in the game. This is an extremely mobile battle.

 

Ossirian is a mighty foe. So mighty, in fact, that one swipe from his hands kills almost any player. To counter this, he must be weakened in some way. To begin this battle, everyone should be on his or her mounts, ready to outrun him as best they can. The only way to weaken him is to use one of the crystals when he is within 30 yards of it. The crystal hits him; he will be debuffed for 1 minute, moving at a normal speed, dealing less damage, and vulnerable to a certain school of magic. Do not engage him with your MT until he has been debuffed.

 

Of course, Ossirian takes longer than 1 minute to defeat, so one crystal debuff won’t do. Choose a Druid, using Travel Form, to be your scout during this chaotic battle, looking for the closest crystal to Ossirian. Once the crystal is located, this Druid must ping the map over and over, letting everyone know where the next destination is.

 

Using two tanks, begin to drag the battle towards the ping on the map before the minute expires. If Ossirian is not dragged to the next crystal in time he will destroy your MT in one or two hits and make even shorter work of the rest of the raid. Using two tanks is necessary since he often uses a spell called Enveloping Winds on the MT, removing him or her from combat for 10 seconds or until they take damage. Once the Enveloping Winds die down on the MT, Ossirian will likely return to the first target.

 

Ossirian also pounds the ground, War Stomps, dealing moderate physical damage, sending anyone near him flying backwards a great distance. If the MT dragging him has his back towards the next crystal target this knock back actually works to your advantage, advancing the MT even closer to the crystal. Because of this, the MT’s back must always be to the next crystal pinged on the map. It is wise for any healers to try and stay a few steps ahead of the MT, anticipating this knock back, ensuring they stay in range at all times.

 

Ossirian’s final ability is called Curse of Tongues. He randomly casts this on raid members throughout the battle increasing the casting time of spells by 75% for 15 seconds. Should this be cast on a healer, that player’s spells take far longer to cast than normal, ultimately causing the death of your tanks. This must be decursed immediately by anyone that can do so.

 

One other threat lurks in the sands while you battle Ossirian, and it will cause deaths if not paid attention to closely. A few tornadoes whirl about the area randomly, turning and shifting courses, looking to cause your raid to divide. These tornadoes must be avoided at all times. Should you see a tornado heading towards the raid, be sure to let every one know with time to react. If someone becomes caught in this whirlwind, that player immediately takes massive damage, likely causing his or her death.

 

Keep the DPS on Ossirian at all times, whittling away at his health while you drag him from crystal to crystal. Casters should take note of his current debuff and use that school of magic to damage him, since he will be taking increased damage from whatever school it happens to be for that 30 seconds. It is a long battle, and it forces everyone to give his or her full and undivided attention the entire time. Once it is mastered, it can be a very enjoyable and challenging experience.

 

Fell Ossirian and bring him to justice!

 

Drops:

Bracers of Brutality

Crossbow of Imminent Doom

Gauntlets of New Life

Gloves of Dark Wisdom

Head of Ossirian the Unscarred

Helm of Domination

Leggings of the Black Blizzard

Mantle of the Horusath

Ossirian's Binding

Qiraji Ornate Hilt

Qiraji Spiked Hilt

Runic Stone Shoulders

Sand Polished Hammer

Sandstorm Cloak

Shackles of the Unscarred

Staff of the Ruins