TenTonHammer's Guide to The Temple of Ahn'Qiraj
Table of Contents
• Introduction
• The Prophet Skeram
• Battleguard Sartura
• Fankriss the Unyielding
• Princess Huhuran
• The Twin Emperors
• C''Thun
Optional Bosses
• Yauj, Vem, and Kri
• Viscidus
• Ouro the Sandworm
Introduction
Sitting in the southern part of Silithus is the ruined Kingdom of Ahn’Qiraj. This kingdom was never a kingdom of peace and celebration, no. It was a kingdom of war and revenge, created in the image of an old god known as C’Thun. The kingdom is shrouded in mystery and well it is. The Silithid have had no part of the Warcraft lore before World of Warcraft.
The Temple of Ahn’Qiraj is the second dungeon in the series of Ahn’Qiraj dungeons. The first is the Ruins of Ahn’Qiraj which host a simple 20 man instance with loot similar to the other 20 man instance, Zul’Gurub. We have a guide on this dungeon if you are heading to the Ruins of Ahn’Qiraj right here. If you are heading to the 40 man instance (Temple of Ahn’Qiraj) then read on!
The Temple of Ahn’Qiraj hosts a 40 man instance that ranges from Molten Core-esque difficulty and steadily ramps up to Naxxaramas difficulty. It holds no official “tier” of armor nor does it have a place in the official progression from dungeon to dungeon. However, many consider it to be the post Blackwing Lair dungeon.
Ahn’Qiraj is a dungeon that requires both fairly decent gear along with refined coordination between all forty raid members. Many bosses require everyone to be fully alert and following tactics in order to successfully defeat them. As far as progression go, many believe that many guilds can venture into AQ40 while they are still learning Blackwing Lair (to get very good gear from the first few bosses). The ability to fully clear Blackwing Lair is needed to bypass the Twin Emperors and then dedication and lots of experience is require to take out C’Thun. Many guilds prefer to move onto AQ40 after they’ve successfully learned Blackwing Lair in order to hone their skills for the dread Naxxramas.
Raid Requirements and Attunement
Attunement
AQ40 has no attunement requirement. Anyone who is on a server that has had the gates of AQ40 opened (currently all servers) may enter AQ40. If the server doesn’t have the gates open, then a giant world event is required to open them. This though is unlikely on any future servers (which will probably just start with AQ40 open).
Organization
AQ40 can be done with pretty much a balanced raid of five of each class. Some guilds may wish to bring along their best of best, messing with the balance. However, as with most high-end raid dungeons, fifteen healers and five tanks are required. For those learning this instance or wanting to make the instance easier as a whole, seven Warriors can be brought along for extra tanking.
Similar to the Molten Core and Blackwing Lair the U.I. Add-On known as CT_Raid_Assist is extremely helpful with alerting you of skills used by bosses. Most raiding guilds will require all members to have it and luckily you can download it right here.
Nature Resistance
Everyone in the raid should have around 100 Nature Resistance with the tanks having well above 250. It''s useful for several of the fights within AQ40 and even required to advance past some of the bosses.
Terminology
Main Tank – A Warrior who has the best gear and is best suited for tanking.
Off-Tank – One or more Warriors who will tank the boss whenever certain conditions are met, such as the main tank dieing, an enemy uses Wing Buffet, or something else.
DPS – Damage Per Second or basically damage.
Melee DPS – Rogues, feral Druids, and Warriors who are not tanking or off-tanking.
Trash – Any non-boss enemy.
Loot Drops
AQ40 works similar to the other 40 man raiding dungeons in that each boss will drop several purple quality items when killed. Other enemies (throughout the dungeon) have a very small chance when killed to drop something as well. AQ40 was the second dungeon to offer crafted armor items as well, along with crafted weapons. These can be obtained by the dragons inside the instance when you have sufficient reputation with them.
As you travel throughout the dungeon, be aware of the various green quality items that drop from the non-boss enemies. These need to be saved for those who need to craft items. When you first begin AQ40 you will be unable to craft anything, lacking both the reputation and the materials. As you advance further through the dungeon you’ll eventually get to the point where you will have more then enough materials for everyone.
Bug Mounts
The non-boss enemies at the start of the instance have a chance to drop “bug mounts”, or basically bugs that you can mount and ride at 100% increased speed. These only work within the AQ40 instance. The one that works outside of the instance was only attainable when the gate opening event occurred by the person who opened the gates.
The Prophet Skeram
The first boss located within AQ40 is considered by some to be on par with the last few bosses of Molten Core, but I personally consider him to be an equal of Razorgore. However you see him, he is a difficult enemy to defeat so never let your guard down! He’s pretty much the religious leader of all of the bugs contained within AQ and he has written books on the history of AQ. Not that dumb of a bug if you ask me!
Set-Up!
To arrive at Skeram you will need to fight your way through a few trash pulls. The Obsidian Eradicators need to be mana drained and focused fired. The Anubisath Sentinels each have a unique ability and when they die they give that ability to their allies. So you want to take out the weakest one first (generally any of them with an AoE) then work your way up to the hardest. The only expectation is Mortal Strike where you may want to take it our earlier. After the way is clear you will want to mount up outside of his aggro range (the door) with bug mounts so that you will have enough speed to get everyone into position fast. If your guild doesn’t have enough bug mounts then regular mounts can work or everyone can just walk.
As for groups you will need three tanking groups. One main tank group and two off-tanks with the rest of the raid evenly spread out in the rest of the raid. The two off-tanks are for the two outer bottom platforms while the main tank is for tanking Skeram. Each tank group should include a Paladin (if you are Alliance), a Warlock, and two healers dedicated to healing that tank.
Skills
True Fulfilment: Mind Controls a person (rumored to be high on the aggro list) and imbues them with impressive strength. The counter to this is to simply sheep (the best possible crowd control) or any other form of crowd control your ally until it wears off.
Arcane Explosion: If more then four people are within melee range he has some fun with Arcane Explosion. It does a lot of damage, but thankfully your raid shouldn’t be all bunched up around him. Warriors should have no problem dealing with this.
Teleportation: This could also be a blink, it’s really not known. Anyway he’ll teleport to one side or the other at random which will clear his hate list.
Clone (Image): Just what you needed, more bugs! At 75%, 50%, and 25% Skeram will create two clones of himself with a lot less hit points. They have the same abilities which means they need to be tanked and killed.
Earth Shock: Like the fire lord Ragnaros, Skeram doesn’t like to be left alone once you’ve angered him. If no one is within melee range he will begin casting this devastating ability on the person he hates the most. Having someone always in melee with him will prevent this and like all of his other abilities, his clones have it too.
Tactics
When the charge is called your main tank needs to lead into battle and grab Skeram’s attention first. While your tank group is working on controlling Skeram have your ranged DPS and healers get up on the stair rails (be sure they are split up evenly although the range from one stair rail to the other is good). With your non-melee people up on the stair rail you will avoid the Arcane Explosion which should be contained on the three lower platforms. Your two off-tanks should each take a position on the two platforms for when he teleports. They need to be alert and ready to take control of Skeram if he appears before them.
With the main-tank successfully holding aggro and the off-tanks firmly in position you can pretty much take it easy until he reaches his first 75% point. When he gets there he’ll teleport and summon clones of himself. Then he will teleport in, so your off-tanks need to move into position and grab the clones and the raid needs to focus fire them down. Why? Well they have the same abilities as Skeram himself making them a high annoyance as they Arcane Explosion and mind control others.
After the clones are dealt with settle back into DPS’ing on Skeram. At 50% and 25% he’ll spawn clones of himself again in which case you can repeat what you did at 75%. If you find that the clones are more trouble then normal then simply add two additional tanks in the middle that are designated as clone tanks. This makes your raid less efficient, taking up two possible DPS spots for tanks. However, it’ll allow you to be more flexible when a cloned Skeram teleports to the side and your off-tanks are there to grab it.
There is one very important role, outside of tanking, that will cause your raid to wipe without fail. Those who are mind controlled must be Polymorphed or they will destroy the raid. Many believe that he’ll always mind control the second person on his “hate/aggro list” which will mean that he will go after someone who can do very good DPS. With having more then double their original attack they will have no problem shredding through the raid and if you kill them then they can not assist anymore with the raid. So have your Mages ready to Polymorph anyone who gets mind controlled!
This fight is all about controlling the clones, keeping them on the platform and keeping those who are mind controlled successfully Polymorphed. If you wipe then you will have a short period of time to get back before the entrance mobs respawn. So it’s best to give every attempt a good one. If you are learning this encounter then be sure to assign the most important roles to your best (generally best equipped) players.
When he dies you can either go to the bug trio (optional) or head for Battleguard Skeram who is next in line for the non-optional bosses..
Battleguard Sartura
Battleguard Sartura (or just plain Sartura for short) who best resembles a full blown ninja. A large scythe like claw is used by Sartura and her royal guards to slay those who attempt to pass their defensive point. While there is no known lore or story behind this humanoid looking bug, you can assume that it’s a royal guard of some sorts. The structure of the Qiraji is unkown, but there are many references to princesses so there must be some form of royal structure.
As for progression, this fight can easily defeat those who are still progressing through Blackwing Lair. Having well equipped Warriors and everyone on their toes can go a long way in claiming victory of this boss. Like the previous boss, Skeram, no nature resistance is needed. It’s best to relate this fight to Majordomo Executus on extreme mode.
Set-Up!
For this fight you will need a total of five tanking groups, with your main-tanking group (for Sartura) being the best. Your four off-tanks will attempt to keep the Royal Guards under control although it’s not an easy task. You should have Paladins (if Alliance) assigned to each add to help keep it under control with it’s Hammer of Justice.
Skills
Shared Skills
Whirlwind: A PBAoE (an AoE around the user) attack that does about 400-1000 damage on targets in its range. It also clears a lot of the aggro generated. A simple counter is just get out of the way while this is going on.
Knockback: Knocks a player high in the sky.
Sartura Only Skills
Enrage: At 20% she will enrage gaining a damage and attack speed bonus.
Super Whirlwind: Does a lot more damage then the Royal Guard’s whirlwind.
Berserk: At 10 minutes, she goes Berserk killing everyone in the raid.
Tactics
This battle relies a lot more on the skill of the raid instead of the armor and weapons they have (although better gear doesn’t hurt). Sartura has four Royal Guards who share most of her abilities. When the fight starts have your four off-tanks go after each of their respective adds while the main tank heads to fight Sartura.
Rogues should avoid combat until the adds are down, although if the raid has enough healing then Rogues can assist in stunning them allowing for a few seconds of DPS. Mainly for the adds though you will have your off-tank warriors using Demoralizing Shout and Taunt in order to keep the attention of the adds while all of your range DPS focus fires them down. As each add dies the fight becomes easier and easier, however be aware that each add is constantly whirlwinding which presents the difficulty of this fight.
The adds will be moving around a lot through the zone. Warrior’s options are very limited in keeping them tanked and since each time they Whirlwind they lose their aggro it becomes nearly impossible to always have them under control. Not only that, but the Warriors can not tank them and instead must kite them around making it even more difficult. So the entire raid must be aware of where the adds are moving at all times and get out of the way if one is coming. The Whirlwind can really hurt a raid after several people are hit and healing starts becoming more and more spread out.
When all of the adds are taken care of then everyone needs to work on Sartura. This can be accomplished by having all of the Rogues “stunlock” Sartura (using stun skills over and over) while everyone just unleashes everything they have. You have a total of ten minutes to get rid of the adds and take care of Sartura, so you may not complete this the first time you do it. Keep working at it, it’s not really that hard of a fight and can easily equate to pre-Nefarian in terms of skill and gear required.
Maltech of Edge of Eternity writes to remind us that Paladins can also use their stuns on both the guards and Sartura. If they assist the Warrior who is on the adds then they can use their stun whenever it''s up. Then, you can set up a rotation for Sartura. Remember one Paladin can not overwrite another ones stun!
Remember, you have ten minutes! Good luck. From here you can move onto Fankriss.
Fankriss the Unyielding
Fankriss is a very odd boss in that he does very little damage and has only one skill. This makes him one of the weakest major bosses in the game. Don’t let that throw you off though, he has a ton of allies that will latterly “zerg” you down if you do not contain them. He even has super snake/worms that can instantly kill most players if they get hit (although luckily they are easily controlled).
Fankriss is also odd in that he has some decently difficult trash on the way to his lair. A large tunnel full of various bugs awaits players heading for Fankriss. It’s very similar to the suppression room but doesn’t have any traps or large amounts of elite enemies. It just has normal bugs and elite Soldiers. So you need to rush forward to a Soldier and focus on taking him down to at least 50% then AoE down all of the bugs in a giant clump. When they are all dead (especially the Soldier) then you can move up to the next Soldier. Your best tanks should lead the raid and use Demoralizing Shout and Thunderclap to hold the enemies attention while you move forward.
If anyone dies in the pseudo-Suppression Room then have them rezone into AQ40 and summon them when you get to the entrance to Fankriss’s lair. There is a small alcove in the entryway to his lair that will allow you to rest up and finish all of the bugs. Be aware though that unless Fankriss is killed the Supression Room will continue respawning bugs requiring you to clear a path through each and every time you wipe to Fankriss. So be careful!
As for the difficulty of the fight it really depends. The alcove tanking is very similar to tanking the tigers in Zul’Gurub. The instant killing super worm/snakes can be a handful as well. However if everyone is paying attention (a very large theme throughout the dungeon) then you should have no problem with this encounter.
Set-Up!
Assign two tanks for tanking Fankriss. You should then assign a Druid of Paladin along with two Warriors to tanking the alcoves. Then assign one Warrior to DPS on Fankriss whose sole job is to intercept the super snake/worms that spawn. If you have no Druids or Paladins capable of tanking an alcove then you should just use three Warriors and have everyone pay extra attention for the spawns. Having more then five Warriors for this fight is really helpful (but not needed).
Skills
Mortal Wound: Decreases healing by all effects by 10%, stacks up to 10 times.
Zerg: Not a skill but more of part of the encounter. Bugs will spawn out of three alcoves in “waves”. These need to be tanked by a Warrior, Paladin, or Druid. During each wave a person will randomly be teleported and rooted inside of the alcove.
Super Worm/Snake: I belive they look like snakes, but some consider them worms. They do about 10k damage a hit but are stun and rootable. They spawn during the fight and need to be taken out asap.
Tactics
Fankriss needs to be tanked by two tanks so that they can prevent dieing to the Mortal Strike. Three people need to move to each alcove (Warriors are best, Paladins and Druids can work too though) and tank the adds that spawn throughout the fight. Everyone else needs to watch out for the Super Worm/Snakes that spawn throughout the fight. When they appear they need to be Ice Nova’d and Paladin Stunned and anything else you can do to them and killed quickly. If you have any Warrior’s doing DPS then they can quickly charge, taunt, and kite them around a little bit giving your raid some time to get them under control.
The key to this fight is keeping the bug zerg contained (don’t kill them, just keep sunders/demo shout on them) and killing the super worm/snakes as fast as possible. Whenever there isn’t a super worm/snake up you need to focus all DPS on Fankriss, otherwise the exhaustion of the fight will weigh your raid down.
After his defeat, head on to Princess Huhuran!
Princess Huhuran
A single wasp located within this instance, Princess Huhuran is one of the first required bosses to have a ramped up difficulty along with the need for nature resistance. Everyone in the raid should have a ton of nature resistance for this fight.
Set-Up!
You will need fifteen people with extremely high nature resist along with several tanks that have as much nature resist as they can possibly obtain. These fifteen need to be put in the first three groups and told that they are part of the fifteen. The rest of the raid needs to have nature resist, but not the extremes the first fifteen do.
Hunters need to set-up a tranquilizing shot rotation (similar to in Molten Core and Blackwing Lair) and all of them need to be part of the fifteen super nature resist (they can be spread out into other groups of the nature resist aura, but they need to be the ones standing close to Huhuran).
Skills
Frenzy: Makes her hit harder and faster, tranquilizing shot prevents this.
Poison Bolt Volley: Only occurs when Huhuran is frenzied. Does lots of nature damage (1000-1500) to the closest fifteen people to Huhuran.
Noxious Poison: 2900 nature damage over eight seconds, AoE and has a silence that accompanies it. Used at random.
Acid Spit: 219 to 281 damage per second, stacks over 50 times and is only used on the main tank.
Berserk: At 30%, Huhuran doubles her attack speed and releases Poison Bolt Volleys every 3 seconds.
Wyvern Sting: A sleep that affects those close to her, does 4000 damage if cleansed.
Tactics
The basic concept of this fight is that you need to have her near dead before five minutes has based. Therefore you need as much DPS as possible concentrated on her and just her (there are no other enemies). In approaching this fight have your raid well informed on who the fifteen people to eat Poison Bolt Volley will be. Make sure they have Priests with Prayer of Healing and Hunters with the nature resist aura.
The fight for the first 80% is really simple. Have your main tank hold Huhuran until he has 8-9 Acid Spits then have an off-tank step up and grab Huhurans attention. Then when he has 7-9 Acid Spits have the next off-tank take Huhurans attention. When he has 7-9 Acid Spits have the main tank take Huhurans attention. Just keep her moving between the three tanks and keep the raids health up.
At about 35% have your fifteen super high nature resist people step up into close range so that they will be the only fifteen hit by the Poison Bolt Volley. When she hits 30% she’ll start using it like mad and if anyone dies from it then the damage will increase. It’s a fight against time past 30%. Even with super high nature resist, those fifteen will be getting hit hard and all heals need to go on them.
Once defeated, you will move on to the The Twin Emperors!
The Twin Emperors
The two twin brothers who rule over Qiraji are the first encounter that many consider to be much more difficult then Blackwing Lair, even going as far as to saying they are more difficult then the black dragon Nefarian. Don’t be off your guard with these guys, they are extremely powerful and requires everyone in the raid to be doing something at all times. A mistake by two or three people could lead the raid to wipe and it’s an awful long walk back.
Set-Up!
Have your raid split into five groups. These are the generally accepted groups:
Melee DPS: Have all of your melee DPS in one group.
Caster DPS: Have all of your casters in one group.
Healing Group One: This group heals the Emperor Vek’lor tank.
Healing Group Two: This group heals the Emperor Vek’nilash tank.
Mutated Bug Squad: This group consists of two Warriors and two Hunters. The Hunters pull any mutated bugs to the two Warriors in charge of tanking the bugs.
Skills
Emperor Vek’nilash
Magical Immunity: He can not be damaged by magical spells.
Unbalancing Strike Massive melee attack dealing between 4000 and 8000 damage.
Uppercut: Does a knockback a target doing 2000-3500 damage.
Mutate Bug: Mutates nearby bugs every 20ish seconds causing them to grow big and do extra damage.
Emperor Vek’lor
Physical Immunity: He can not be damaged by physical attacks.
Shadow Bolt: 3000-4000 damage Shadow Bolt.
Blizzard: A standard Blizzard that snares and does 1500-2000 cold damage a second. counterable by not standing in it or having Frost Ward up.
Arcane Burst: Magical AoE attack that does around 3000 damage and knocks back anyone within range.
Explode Bug: Every 10ish seconds he will explode a nearby bug.
Shared Abilities
Teleport Twin: Every 30ish seconds the twins will switch places.
Heal Brother: They will heal each other if they are nearby one another (therefore why you should tank them apart).
Frenzy: After fifteen minutes they will get bored of you and destroy the entire raid with their magic ability to just go crazy and destroy the raid! They must be killed within fifteen minutes.
Tactics
This is a very difficult encounter to guide you through since it’s solely based on how much coordination and practice your guild has worked on. In reality, it’s a very simple fight, but a mistake in the transition can lead to one of the emperors running to the other and healing each other to full, successfully wiping your raid. This fight will require a large amount of patience to learn and each guild will have a slightly different way to do it.
First thing to note is that you’ll need two Demonology spec’d Warlocks who have a ton of Shadow Resist and Hit Points. Many of the “tank” Warlocks I’ve seen have near maximum Shadow Resist along with over 8,000 Hit Points. These guys will tank Emperor Vek’lor whose main attack is a Shadow Bolt that can be negated with heavy Shadow Resist.
The way this fight works is that your ranged DPS stays on the stairs while your melee DPS is on the ground. Once the emperors are pulled into position (on opposite sides of one another) you then simply DPS them for twenty seconds, stop DPS and begin the transition. Your melee DPS squad switches sides with your caster DPS since the emperors will teleport to each others location (switching each other out).
You need a Warrior and a Warlock at each tanking spot. The Warlock will tank Vek’lor and the Warrior will tank Vek’nilash. When they teleport they automatically attack the nearest target so you need to ensure the proper tank is in the proper position before the teleport happens. If anyone attacks before the Warlock or Warrior gains aggro then the raid will wipe due to the emperors getting within range of each other or by just wiping the raid with their shear attack strength.
While all of this is going on you need your two mutated bug killing Warriors and Hunters to keep the mutated bugs under control. The raid should lend out any spare DPS to killing the bugs since they will be a constant problem and if they get into the raid then that’s just another pressure that no one needs.
Demoralizing Shout for Warriors is very good for this encounter since their aggro list is wiped on each teleport. Whenever they teleport the Warrior and Warlock (on their respective targets) need to get as much aggro as possible since there is only a 20 second window to do DPS. They share health, so giving the Warlock slightly more time then the Warrior to get aggro is understandable. DoT’s and Disease can grab a lot of aggro while Soul Link can mitigate extra damage.
Once you’ve slayed the “Twin Emps” you can then move on and take on the boss of this instance, C’Thun.
C’Thun
C’Thun is basically an Old God or a really insanely powering entity within the Warcraft Universe. The Old Gods were mostly defeated by the Titans, three of them were imprisoned within the very land itself while one was outright defeated. C’Thun was defeated (but not slain) and fell into Silithus, where the Silithid laid. C’Thun, being a cunning entity, created an army in his likeness out of the Silithid and prepared to take his revenge out on Kalimdor.
C’Thun, being an Old God, is pretty much the most powerful entity players will face outside out of Outland. Kel’Thuzad is pretty much the only thing in the game world that is more powerful then C’Thun, although some may argue that C’Thun, Nefarian, and Kel’Thuzad about the same amount of “power” since neither fears one another. Nefarian himself will attempt to destroy the red shard, used for opening the gates into AQ, ignoring the possibility that C’Thun may seek to destroy him and ruin his own plans. That though, is all speculation at this point and we can always just say that each villain thinks that they are the absolute best.
Set-Up!
Getting ready for C’Thun is a difficult challenge since each guild does C’Thun differently. Basically in this guide I’ll give you a list of his own abilities and your guild should attempt to counter each while forging out your own way to defeat him.
Skills and the Encounter
Phase One
During the first phase only C''Thun''s eye is visible. Simply defeat the eye to get into the second phase. It''s not easy though!
Dark Glare: 50k damage done to anyone who is hit by this laser beam. He spins around very slowly, giving the raid the ability to stay ahead of it.
Eye Beam: 2,500 to 3,400 nature damage that works similar to Chain Lightening except that on each jump it doubles the damage done.
Eye Tentacles: Every 45 seconds tentacles will spawn in the darkness around C’Thun which need to be killed by the raid. They cast a super version of Mind Flay.
Claw Tentacles: These tentacles randomly spawn all over C’Thun’s room doing a little bit of melee damage to anyone near them. When they spawn if a player is nearby then they will get knock backed and do about 1,500 damage.
Phase Two
During Phase Two C’Thun himself will appear. The Claw Tentacles are changed to Super Claw Tentacles which do double the damage. His eye will randomly show up on a tentacle, but you can defeat it easily and it can be stunned and silenced. He has a new ability that will spawn a tentacle while will pick you up and eat you.
When you are eaten you will be facing two Flesh Tentacles inside of C’Thun’s belly along with an exit portal on one of the islands in his stomach. As long as you aren’t in melee range, these Flesh Tentacles are no problem. The trick is that when you kill both Flesh Tentacles, C’Thun becomes weakened for about 40 seconds in which case the tentacles inside of his belly must be killed again. The stomach acid adds a DoT on you and if you aren’t near the middle of his stomach then you’ll get knock backed and killed, so while needing to stay in there as long as possible it’s not a good idea to stay in there forever.
Basically the second phase works with people killing tentacles inside of his belly while coordinating killing the claw tentacles at the top. He spawns a giant claw tentacle anytime he becomes vulnerable again so you don’t really want a ton of them up.
Really though, good luck with this fight. As of right now not many guilds are able to take on this monster of an enemy. It’s all about coordination and teamwork. Belive in each other and you may find yourself in the winning position!
After C’Thun is completed you may go back and do any optional bosses you skipped or speak with the weapon crafters located behind his walls.
Optional Bosses
Yauj, Vem, and Kri
The “Bug Trio” is three bugs that are each very small powerful bosses with their own set of skills. They have the unique gimmick of each having a different loot table and the last one to die will produce that bug’s loot.
Set-Up!
You need three tanking groups, one for each bug, and the rest of the raid spread out evenly with your healers having the nature resist aura. That’s it, nothing more is required. One tank group should have two tanks, for Vem, because he is sketchy on the aggro.
Skills
Each bug in the trio have their own unique skills! This is why it’s more difficult to kill them in one order then the other (since Lord Kri has a devastating AoE DoT spell).
Lord Kri
Toxic Volley: Does 500 damage (before resists) and adds on a DoT that ticks for 125 nature damage. It stacks but is also cleansable and can be resisted.
Toxic Cloud: When he dies he’ll leave behind a cloud that does about 2,000 nature damage a second. Don’t stand in it to avoid the damage.
Princess Yauj
Fear: Similar to other bosses fear, this fears everyone around her and reduces their aggro making fear ward on her tank a must.
Heal: She will heal herself and the other bugs. This can be interrupted so watch CT Raid for it!
Bug Summon: When she dies she will leave behind smaller bugs that are easy to deal with.
Vem
Charge: He’ll randomly charge someone doing a little over 2000 physical damage.
Enrage: When he dies the other bugs (should always be one other bug as Vem should either be killed last or second) will go wild and enrage doing a lot more damage and casting their spells more often.
Tactics
This fight’s difficulty works based on who you want to kill last. Vem is the easiest to kill last since you can take out Kri first stoping the AoE nature spell he does. Taking out any of the other will require killing Vem before one of the others causing him to make the last remaining one enrage. Lord Kri has the best loot, of course, but he’s also really difficult to take down last. Outside of picking which one to take down last, all you need to do is focus on killing them in order (double tanking Vem) and cleansing Lord Kri’s DoT. That simple.
Viscidus
Viscidus is a giant slime within AQ40 and requires a ton of nature resistance. Realistically he’s generally skipped by most guilds since they don’t really need the loot and he’s an awful lot of trouble. Some guilds will do him though since any additional loot in one week can really help out the progression.
Set-Up!
You can either set-up a single tanking group and balance out the rest of the raid with your Hunters or you can set-up multiple groups for taking out globs later on. The choice is up to you!
Skills
Poison Shock: Does 1,500ish damage (Nature) every 10 seconds or so. High nature resistance can negate a lot of this damage.
Toxin Clouds: He’ll select someone and send a bolt of toxin their way. When it lands the person will be hit with 1,500ish damage every 2 seconds (no resists) and be snared by 40%. This can be avoided by stepping away from the bolt before it lands.
Poison Bolt Volley: Same one as a few other bosses has, does around 1,200 nature damage while adding a poison that does around 500 nature damage a tick (curable). High nature resist is the only way to counter this (and quick removal of the poison).
Tactics
Viscidus has three phases. One phase is where you freeze him (by doing frost damage). Once frozen he enters the second stage where you attempt to break his frozen form into a bunch of globs. When completed, the third phrase is 20 or so globs heading to the center at a very slow pace. Each time a glob dies then Viscidus loses 5% of his health.
The strategy for defeating him is simple. Survive the damage while you have your Mages and anyone with a frost attack do as many attacks as possible (use Rank 1 Frost Bolt) to freeze him then have all of your melee switch to fast weapons and hit him as many times as possible. When finished, he’ll break then you can either focus fire or split up and take out as many globs as possible. Continue to repeat until he’s dead. If you are about to wipe then simply run out of his room. He will not leave his room.
Ouro the Sandworm
Ouro is a very neat encounter where you fight a giant sandworm that drops a few Dune (a sci-fi book with sandworms) related loot pieces. He can be very difficult to kill but he’s not as hard as C’Thun.
The Encounter
Basically Ouro is a very simple and straight forward encounter. He will submerge if no one is in melee range or after three minutes, which ever comes first. While submerged he will attack you from underground and be immune to all sources of damage. He has the ability to “sweep” everyone around him away, doing damage and knocking them back. He does a super sweep at a minute and a half, removing everyone around him causing him to submerge. This is counterable by having as many melee people as possible directly next to him.
Outside of that he has a few nature based attacks, but nothing that you can’t handle. While he’s unsubmerged unload as much as possible into him. When he submerges have your ranged DPS rest their mana.