General Rajaxx
Page 1 of 1
General Rajaxx
Each of the waves consists of Qiraji Warriors and Captains/Colonels. The regular warriors are level 61 elites. The Captains/Colonels are 63 elite.
The Rajaxx fight is another two stage battle. First stage being the waves of Captains/Colonels and regular warriors. Second being the battle with Rajaxx himself.
Stage One:
It is imperative that once you kill Kurinnaxx, no one talks to the Human NPC. Only the main tank is to talk to him, when everyone is in position and ready. The next fight is a triggered event that starts when you talk to the Human NPC. Rajaxx will yell: "The time of our retribution is at hand! Let darkness reign in the hearts of our enemies! No longer will we wait behind barred doors and walls of stone! No longer will our vengeance be denied! The dragons themselves will tremble before our wrath!.
Basically, waves and waves of Qiraji Warriors and flyers will keep pouring in. Once a wave dies, another is sent within only two seconds. You need to drink in this short lapse of time if you can. Warlocks and Mages need to put a lot of DPS here on mobs. ALL Warlocks need to fear units constantly, and dot the main tank's target while keeping a watch on the feared mob, to recast fear on them again and again. Druids can entangle-root mobs, and priests should use their Fear-2 mobs ability, hunters might get a chance to place traps in between waves. This orchestrated mob control will ensure the survival of all the 20 players, and keep you save from too much damage. Remember to dot the main tank's target while fearing or entangling. Once it dies, move to the next target -- rinse and repeat, until everyone is dead. Making the fight last longer by crowd controlling is good -- in that lapse of time your healers and DPS casters are regenerating mana.
If you keep the 4 Kaldorei Warriors and Human healed, you won't have much trouble. They have tons of hit points. The challenge is if you wipe and they die. They won't respawn for at least two more hours, so you will be left on your own without the NPCs.
Reddbeard of guild Silent Watch suggests that when are you are down to the last warrior of the last wave of mobs, you can utilize feign death and keep the mob trapped for an extended period of time.
This has two potential uses:
First: Allows your casters to regen mana, so you can start fresh against Rajaxx
Second: If you keep the mob trapped for a long enough period of time (10-15 min) the NPC guards will respawn and help you fight the boss. They are not needed to kill the boss, just helpful.
Another Suggestion from Domandred of Guild Spartans on Icecrown
However we did come up with a brilliant strategy. When the last warrior is up on a wave put your best tank on it. Then have a Paladin Judgment of Wisdom. Casters use ONLY daggers or wands to dps the warrior down, nobody else does anything. By the time whe warrior is dead the casters should be full mana and ready for the next wave.
Stage Two:
It is suggested by Kiava that having the named NPC (if he is still alive) will make the encounter considerably easier. The NPC is immune to the knockback effect, so it is a very capable tank for the second half of the encounter.
The Rajaxx fight itself is another basic 'heal the tank, don't pull aggro type of fight'
Rajaxx has two primary attacks.
First: Partial Deaggroing knockback (a la Wingbuffet)
Second: AoE Nature Damage
Have multiple tanks building aggro in a firemaw type positioning and you should have no problems with this fight.
Loot
Manslayer of the Qiraji
4.50%
Boots of the Vanguard
4.50%
Qiraji Regal Drape
45.05%
Qiraji Martial Drape
34.23%
Bracers of Qiraji Command
29.73%
Southwind's Grasp
20.72%
Tome of Arcane Missiles VIII
14.41%
Tome of Fireball XII
11.71%
Manual of Heroic Strike IX
10.81%
Guide: Aspect of the Hawk VII
10.81%
Tablet of Healing Wave X
9.01%
Tablet of Strength of Earth Totem V
9.01%
Legplates of the Qiraji Command
9.01%
Qiraji Magisterial Ring
8.11%
Tome of Frostbolt XI
7.21%
Guide: Serpent Sting IX
7.21%
Codex of Renew X
6.31%
Handbook of Backstab IX
6.31%
Handbook of Feint V
6.31%
Boots of the Qiraji General
6.31%
Codex of Greater Heal V
5.41%
Manual of Battle Shout VII
5.41%
Formula: Enchant Gloves - Superior Agility
4.50%
Qiraji Ceremonial Ring
4.50%
Handbook of Deadly Poison V
4.50%
Libram: Holy Light IX
3.60%
Guide: Multi-Shot V
3.60%
Codex of Prayer of Healing V
2.70%
Grimoire of Immolate VIII
0.90%
Grimoire of Corruption VII
0.90%
Libram: Blessing of Might VII
0.90%
Manual of Revenge VI
0.90%
Moam
Moam is a two stage fight (I think I'm seeing a pattern here!)
Stage one:
This fight is much like the boss of "The Calling" where you need to have more mana drain than the mob's mana gain. Bring a bunch of Warlocks/Priests/Hunters to achieve this.
Moam starts out at zero mana at the beginning of the encounter. If you let her mana get to high she will use an Arcane Damage Knockback attack. This attack causes considerable initial damage as well as considerable falling damage after the fact. Staying out of range is one way to prevent taking this damage.
Since you need to be focused on mana drain, non mana draining classes should be your primary healers. Paladins, Druids and Shamans specifically.
Stage Two:
When you have gotten Moam to 50% it will summon forth three elementals. These mobs are much like the mobs near the pylons in Dire Maul and have nasty Arcane Damage AOEs. It is suggested that you have your warlocks banish these mobs and focus on keeping them banished for the duration of the fight.
After the first summons, Moam's mana will be depleted, but she will still be gaining mana. If allowed to live for a long enough time she will summon a 2nd set of elementals, which would get tricky if you didn't bring 6 warlocks. It is suggested that the boss is defeatable before she gets to the 2nd set of summons.
After you defeat the boss you will still have to deal with the three elementals. Let them out of banish one at a time and kill them that way.
Update:
Lind of guild jinxed suggests the following
Moam corrections and an easier way to do it.
The 3 element summoning is a timed ability not a health percentage ability. You have 90 seconds before the first summon and then 90 seconds from Moam begining to move around again before he summons again.
When Moam summons he loses some but not all of his mana. My observations put it at about -50% of a full bar (but this is a ballpark figure not a strait number). Ie if he is at 50% or below he drops to zero mana but if he is at 90% mana he'll drop to 40%.
Furthermore when Moam summons he becomes immobile doing no damage (but is still able to be damaged) until either.
A) All the summons have been killed
B) His Mana bar reached 100%
When he becomes mobile again the first attack delivered to him will trigger one of the arcane explosions that you normally see associated with a full mana bar.
Alternate solution to the one posted.
Control Moam's mana and let him blow up between the 60 and 80 second mark. At 90 seconds banish 2 summons and kill 1. Then release 1 summon and kill it leaving 1 summon chain banished. Meanwhile keep Moam mana burned. Time things right and Moam will never become mobile again."
Loot
Qiraji Spiked Hilt
68.87%
Qiraji Ornate Hilt
6.60%
Dustwind Turban
4.72%
Talon of Furious Concentration
4.72%
Gauntlets of the Immovable
0.94%
Gauntlets of Southwind
54.72%
Eye of Moam
36.79%
Guide: Serpent Sting IX
17.92%
Handbook of Feint V
14.15%
Qiraji Ceremonial Ring
14.15%
Mantle of Maz'Nadir
9.43%
Tome of Fireball XII
9.43%
Cloak of the Savior
8.49%
Ring of Fury
7.55%
Tome of Arcane Missiles VIII
7.55%
Chitinous Shoulderguards
7.55%
Grimoire of Shadow Bolt X
5.66%
Codex of Renew X
4.72%
Manual of Revenge VI
3.77%
Tablet of Grace of Air Totem III
3.77%
Formula: Enchant Gloves - Fire Power
2.83%
Grimoire of Immolate VIII
2.83%
Book of Healing Touch XI
2.83%
Grimoire of Corruption VII
2.83%
Manual of Heroic Strike IX
1.89%
Obsidian Scaled Leggings
1.89%
Codex of Greater Heal V
1.89%
Southwind Helm
1.89%
Libram: Blessing of Might VII
1.89%
Guide: Aspect of the Hawk VII
1.89%
Handbook of Backstab IX
0.94%
Libram: Blessing of Wisdom VI
0.94%
Legplates of the Destroyer
http://www.marsgamer.com/freeguides/ahn_qiraj_20_man_guide.html
The Rajaxx fight is another two stage battle. First stage being the waves of Captains/Colonels and regular warriors. Second being the battle with Rajaxx himself.
Stage One:
It is imperative that once you kill Kurinnaxx, no one talks to the Human NPC. Only the main tank is to talk to him, when everyone is in position and ready. The next fight is a triggered event that starts when you talk to the Human NPC. Rajaxx will yell: "The time of our retribution is at hand! Let darkness reign in the hearts of our enemies! No longer will we wait behind barred doors and walls of stone! No longer will our vengeance be denied! The dragons themselves will tremble before our wrath!.
Basically, waves and waves of Qiraji Warriors and flyers will keep pouring in. Once a wave dies, another is sent within only two seconds. You need to drink in this short lapse of time if you can. Warlocks and Mages need to put a lot of DPS here on mobs. ALL Warlocks need to fear units constantly, and dot the main tank's target while keeping a watch on the feared mob, to recast fear on them again and again. Druids can entangle-root mobs, and priests should use their Fear-2 mobs ability, hunters might get a chance to place traps in between waves. This orchestrated mob control will ensure the survival of all the 20 players, and keep you save from too much damage. Remember to dot the main tank's target while fearing or entangling. Once it dies, move to the next target -- rinse and repeat, until everyone is dead. Making the fight last longer by crowd controlling is good -- in that lapse of time your healers and DPS casters are regenerating mana.
If you keep the 4 Kaldorei Warriors and Human healed, you won't have much trouble. They have tons of hit points. The challenge is if you wipe and they die. They won't respawn for at least two more hours, so you will be left on your own without the NPCs.
Reddbeard of guild Silent Watch suggests that when are you are down to the last warrior of the last wave of mobs, you can utilize feign death and keep the mob trapped for an extended period of time.
This has two potential uses:
First: Allows your casters to regen mana, so you can start fresh against Rajaxx
Second: If you keep the mob trapped for a long enough period of time (10-15 min) the NPC guards will respawn and help you fight the boss. They are not needed to kill the boss, just helpful.
Another Suggestion from Domandred of Guild Spartans on Icecrown
However we did come up with a brilliant strategy. When the last warrior is up on a wave put your best tank on it. Then have a Paladin Judgment of Wisdom. Casters use ONLY daggers or wands to dps the warrior down, nobody else does anything. By the time whe warrior is dead the casters should be full mana and ready for the next wave.
Stage Two:
It is suggested by Kiava that having the named NPC (if he is still alive) will make the encounter considerably easier. The NPC is immune to the knockback effect, so it is a very capable tank for the second half of the encounter.
The Rajaxx fight itself is another basic 'heal the tank, don't pull aggro type of fight'
Rajaxx has two primary attacks.
First: Partial Deaggroing knockback (a la Wingbuffet)
Second: AoE Nature Damage
Have multiple tanks building aggro in a firemaw type positioning and you should have no problems with this fight.
Loot
Manslayer of the Qiraji
4.50%
Boots of the Vanguard
4.50%
Qiraji Regal Drape
45.05%
Qiraji Martial Drape
34.23%
Bracers of Qiraji Command
29.73%
Southwind's Grasp
20.72%
Tome of Arcane Missiles VIII
14.41%
Tome of Fireball XII
11.71%
Manual of Heroic Strike IX
10.81%
Guide: Aspect of the Hawk VII
10.81%
Tablet of Healing Wave X
9.01%
Tablet of Strength of Earth Totem V
9.01%
Legplates of the Qiraji Command
9.01%
Qiraji Magisterial Ring
8.11%
Tome of Frostbolt XI
7.21%
Guide: Serpent Sting IX
7.21%
Codex of Renew X
6.31%
Handbook of Backstab IX
6.31%
Handbook of Feint V
6.31%
Boots of the Qiraji General
6.31%
Codex of Greater Heal V
5.41%
Manual of Battle Shout VII
5.41%
Formula: Enchant Gloves - Superior Agility
4.50%
Qiraji Ceremonial Ring
4.50%
Handbook of Deadly Poison V
4.50%
Libram: Holy Light IX
3.60%
Guide: Multi-Shot V
3.60%
Codex of Prayer of Healing V
2.70%
Grimoire of Immolate VIII
0.90%
Grimoire of Corruption VII
0.90%
Libram: Blessing of Might VII
0.90%
Manual of Revenge VI
0.90%
Moam
Moam is a two stage fight (I think I'm seeing a pattern here!)
Stage one:
This fight is much like the boss of "The Calling" where you need to have more mana drain than the mob's mana gain. Bring a bunch of Warlocks/Priests/Hunters to achieve this.
Moam starts out at zero mana at the beginning of the encounter. If you let her mana get to high she will use an Arcane Damage Knockback attack. This attack causes considerable initial damage as well as considerable falling damage after the fact. Staying out of range is one way to prevent taking this damage.
Since you need to be focused on mana drain, non mana draining classes should be your primary healers. Paladins, Druids and Shamans specifically.
Stage Two:
When you have gotten Moam to 50% it will summon forth three elementals. These mobs are much like the mobs near the pylons in Dire Maul and have nasty Arcane Damage AOEs. It is suggested that you have your warlocks banish these mobs and focus on keeping them banished for the duration of the fight.
After the first summons, Moam's mana will be depleted, but she will still be gaining mana. If allowed to live for a long enough time she will summon a 2nd set of elementals, which would get tricky if you didn't bring 6 warlocks. It is suggested that the boss is defeatable before she gets to the 2nd set of summons.
After you defeat the boss you will still have to deal with the three elementals. Let them out of banish one at a time and kill them that way.
Update:
Lind of guild jinxed suggests the following
Moam corrections and an easier way to do it.
The 3 element summoning is a timed ability not a health percentage ability. You have 90 seconds before the first summon and then 90 seconds from Moam begining to move around again before he summons again.
When Moam summons he loses some but not all of his mana. My observations put it at about -50% of a full bar (but this is a ballpark figure not a strait number). Ie if he is at 50% or below he drops to zero mana but if he is at 90% mana he'll drop to 40%.
Furthermore when Moam summons he becomes immobile doing no damage (but is still able to be damaged) until either.
A) All the summons have been killed
B) His Mana bar reached 100%
When he becomes mobile again the first attack delivered to him will trigger one of the arcane explosions that you normally see associated with a full mana bar.
Alternate solution to the one posted.
Control Moam's mana and let him blow up between the 60 and 80 second mark. At 90 seconds banish 2 summons and kill 1. Then release 1 summon and kill it leaving 1 summon chain banished. Meanwhile keep Moam mana burned. Time things right and Moam will never become mobile again."
Loot
Qiraji Spiked Hilt
68.87%
Qiraji Ornate Hilt
6.60%
Dustwind Turban
4.72%
Talon of Furious Concentration
4.72%
Gauntlets of the Immovable
0.94%
Gauntlets of Southwind
54.72%
Eye of Moam
36.79%
Guide: Serpent Sting IX
17.92%
Handbook of Feint V
14.15%
Qiraji Ceremonial Ring
14.15%
Mantle of Maz'Nadir
9.43%
Tome of Fireball XII
9.43%
Cloak of the Savior
8.49%
Ring of Fury
7.55%
Tome of Arcane Missiles VIII
7.55%
Chitinous Shoulderguards
7.55%
Grimoire of Shadow Bolt X
5.66%
Codex of Renew X
4.72%
Manual of Revenge VI
3.77%
Tablet of Grace of Air Totem III
3.77%
Formula: Enchant Gloves - Fire Power
2.83%
Grimoire of Immolate VIII
2.83%
Book of Healing Touch XI
2.83%
Grimoire of Corruption VII
2.83%
Manual of Heroic Strike IX
1.89%
Obsidian Scaled Leggings
1.89%
Codex of Greater Heal V
1.89%
Southwind Helm
1.89%
Libram: Blessing of Might VII
1.89%
Guide: Aspect of the Hawk VII
1.89%
Handbook of Backstab IX
0.94%
Libram: Blessing of Wisdom VI
0.94%
Legplates of the Destroyer
http://www.marsgamer.com/freeguides/ahn_qiraj_20_man_guide.html
btdxcl- Posts : 148
Join date : 2008-04-01
Re: General Rajaxx
Control Moam's mana and let him blow up between the 60 and 80 second mark. At 90 seconds banish 2 summons and kill 1. Then release 1 summon and kill it leaving 1 summon chain banished. Meanwhile keep Moam mana burned. Time things right and Moam will never become mobile again."
summons- Guest
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