Jump to content
FORUMS
Sign in to follow this  
Starym

Official Ruins and Temple of Ahn'Qiraj Preview

Recommended Posts

51020-ahnqiraj-war-effort-begins-july-28
 

Here comes Blizzard's official preview of the two raids that open today on US servers, so let's see what the Ruins and Temple of Ahn'Qiraj have in store!

You can also always check out our guides for AQ40 and AQ 20!

Blizzard LogoTemple and Ruins of Ahn'Qiraj (source)

With the completion of the War Effort and the ringing of the gong, the 20-player Ruins of Ahn’Qiraj and 40-player Temple of Ahn’Qiraj become available, luring adventurers into their depths to face the Qiraji—and ultimately, the Old God C’Thun.

The Ruins of Ahn’Qiraj is an outdoor 20-player raid dungeon located in Silithus, and players can traverse much of it while mounted.

Raid Bosses: 6
Level: 60
Location: Kalimdor – Silithus
Players: 20
Raid Reset: 3 Days

No attunement is required to enter this raid dungeon, but your realm must have completed the War Effort and the quest “Bang a Gong!” for players to gain access. The entrance to this dungeon is located to the left of the main gate.


Bosses:

Kurinnaxx is the first of the six bosses you will encounter in the ruins. This fight requires a great deal of mobility, and raid members must keep an eye on shifting sands beneath their feet to avoid taking extra damage.

General Rajaxx is the commander of the Qiraji armies, and the second boss encounter in the ruins. You’ll find this towering monstrosity on the General’s Terrace; speak to Lieutenant General Andorov to begin the encounter, but make sure your raid team is ready first.

Moam (Optional) is located in the Reservoir. Having some players capable of draining the mana from this mighty magic user can be crucial to overcoming his mana-stealing ways.

Buru the Gorger (Optional) can be found in the Hatchery below. The eggs around him are his greatest weakness, and you’ll need to carefully maneuver him over to them to succeed.

Ayamiss the Hunter (Optional) is located in the Comb. She begins the fight airborne, and will need to be damaged with ranged attacks until she’s forced to face you on the ground.

Ossirian the Unscarred is located within the Watchers’ Terrace and is the final boss within the ruins. You’ll need to use the crystals around the room to help weaken his damage output.

 

Temple:

Dark whispers ride on the winds of Silithus desert. An old god stirs in his wretched lair, and the entire world shall soon be the target of his wrath. After thousands of years of slumber, the Old God, C’Thun has awakened and is quickly regenerating his power. Once he has reached full potential nothing will be able to stop him. The dragons that so humbly sacrificed themselves long ago to imprison C’Thun are weakened or enslaved in the temple, so the charge of protecting the land falls to other heroes.

Heroes must enter Temple of Ahn’Qiraj, challenge C’Thun’s most wicked servants, and slay a god. The road will not be easy, and it is wrought with peril at every turn. Will the heroes turn back now or face C’Thun in his mighty lair and put an end to him once and for all?

Raid Bosses: 9
Level: 60
Location: Kalimdor- Silithus
Players: 40
Raid Reset: 7 Days

No attunement is necessary for this raid dungeon, but your realm must have completed the War Effort and the quest “Bang a Gong!” for players to gain access. The entrance for this dungeon is located to the right of the main gate.


Bosses:

The Prophet Skeram is located within the Temple Gates. An important religious leader in Ahn'Qiraj and author of The Prophecy of C'Thun, he is the first boss found in the Temple of Ahn'Qiraj.

Silithid Royalty (Optional) is located in the Hive Undergrounds and is an optional boss encounter in the Temple of Ahn'Qiraj. In this encounter, three silithid must be fought all at the same time to be defeated.

Battleguard Sartura, the second boss in the Temple of Ahn’Qiraj, is located in the Hive Undergrounds and is the apparent leader of the Qiraji battleguards.

Fankriss the Unyielding is is a sand reaver and the third boss in the Temple of Ahn’Qiraj, located in the Hive Undergounds.

Viscidus (Optional) is located in the Hive Undergrounds; this giant slime that can be accessed after the death of Fankriss the Unyielding.

Princess Huhuran is a silithid wasp and the fourth boss of the temple. She is located in the heart of the Hive Undergrounds.

The Twin Emperors Little is known about the Twin Emperors, except the fact that they created a  powerful entity, Moam, to serve as a commander of their armies. They are located in The Hive Underground.

Ouro (Optional) is an ancient sandworm rumored to have been created by the Old God C’Thun as a mockery of life.

C’Thun is located in the underbelly of the Temple of Ahn’Qiraj within the Vault of C’Thun. You’ll need to hone your team’s coordination in order to defeat this final boss and reap your rewards.


Collecting the Eye of C’Thun will begin a quest that can be completed for a choice of an epic amulet, cloak, or ring; you'll also need to earn reputation with the Brood of Nozdormu and the Cenarion Circle.

Earning Brood of Nozdormu reputation and collecting a variety of turn-ins will ultimately reward you with feet, shoulders, head, legs, and chest armor pieces.

Druid: Genesis Raiment
Hunter: Striker’s Garb
Mage: Enigma Vestments
Priest: Garments of the Oracle
Rogue: Deathdealer’s Embrace
Shaman: Stormcaller’s Garb
Warlock: Doomcaller’s Attire
Warrior: Conqueror’s Battlegear

Players can also collect Qiraji mounts, which can be used exclusively within the halls of the Temple of Ahn’Qiraj.


Completing this dungeon will earn you reputation with the Cenarion Circle which aids in ultimately collecting a ring, cloak, and weapon three-piece set through a variety of turn-ins.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Hunters got some newly added tuning today, as Blizzard detail additional changes added to the already quite significant class tuning! 
      Hunter (Source)
      This morning with scheduled weekly maintenance, in addition to previously-planned adjustments to other classes, we deployed several changes to Hunters in Season of Discovery.
      Hunter
      Rapid Killing now reduces the cooldown of Rapid Fire by 80% (was a reduction of 2 minutes). Chimera Shot weapon damage percent increased to 135% (was 120%). Explosive Shot base damage before attack power increased by 50%. Sniper Training has an additional new effect: while Sniper Training is at 5 stacks, Aimed Shot is instant. Serpent Spread now causes Multi-shot to apply Serpent Sting to its targets for 12 seconds (was 6 seconds). Steady Shot now deals 100% weapon damage (was 75%). As we previously noted, there are more adjustments coming for Hunters and other classes. In general, we intend to improve the ranged playstyle and diminish the melee playstyle so that the two become more equivalent.
      We apologize for the confusion caused by the changes above going live earlier than intended, and we intend to post more about further adjustments soon.
      Thank you for your patience and understanding.
    • By Staff
      This weekend, a global damage reduction aura will be tested in PvP combat in Season of Discovery to balance the increased burst damage observed the latest phase.
      (Source)
      Hello, Classic PvPers!
      This coming weekend, we will test an adjustment to Player versus Player combat in Season of Discovery. We will implement a global damage reduction aura on PvP combat between players (and player controlled pets and other units).
      When we started Season of Discovery, we knew that PvP would become significantly more fast paced and bursty, with each class being capable of significantly more damage output, and this quickly proved to be true. We experimented with a damage reduction aura in battlegrounds during Phase 1, but it didn’t work as well as we hoped, mostly because healing was scaling more aggressively than damage at that point, causing healing classes to become significantly more oppressive in battlegrounds than they normally would be. Now that we’re in Phase 3, we’ve made many changes and added more runes, and burst damage has significantly outpaced healing output, so we feel that it’s a good time to try this again.
      Damage scaling and its impact on PvP has always been a concern in World of Warcraft, even since original WoW. Various systems have been introduced to counteract this to varying levels of success, but ultimately it always comes down to the fact that player damage outscales player health at a base level, and an adjustment is needed for combat between players to continue to feel satisfying as player power increases. We’ve been hesitant to introduce this as a permanent feature, and we prefer to give it a trial run this weekend to get an idea of how it feels before we take further steps. Please note: this aura will affect all areas of the game world, not just battlegrounds.
      We encourage you to get out into the world (or in battlegrounds) and PvP the weekend and let us know how it feels. We’re prepared to do some tuning to make it the most effective, so your feedback will be very helpful.
      We currently plan to enable the aura on all Season of Discovery realms on Friday, April 26 at approximately 19:00 CEST, and it will be disabled four days later, during scheduled weekly maintenance in each region.
      We look forward to your feedback. Thank you!
    • By Staff
      Blizzard have announced that there will be realm transfers coming from PvP to PvE realms over the next few weeks. These free transfers will be open for a short time and on multiple occasions. Blizzard also explain why these are opening now and also talk about faction balance, which is the reason the transfers will work in these short bursts on numerous occasions. 
      Transfers (Source)
      Good evening everyone,
      When we launched Season of Discovery, we made some bold decisions, one of those was the creation of Enforced Faction Balanced PvP Realms. When we did this, we did our best to communicate some caveats that this may not end up being the experience you want from World of Warcraft, as PvP realms can be an intensely challenging experience at times. While we are very happy with how the faction balance system has worked out, we know from player feedback internally and externally that the reality of a balanced presence of both factions on a single realm, and that individual layers will not always have equal factions, means that some folks have now decided they would instead prefer a PvE ruleset, but have characters locked to these PvP realms.
      To that end, we genuinely want everyone to have the best time they can in Season of Discovery, so over the next few weeks, we will be periodically opening Free Character Transfers from PvP realms to PvE realms. These transfer windows will open and close fairly rapidly, and we offer no guarantee that you will be able to transfer. The reasoning for this is simple; we need to ensure that one faction doesn’t disproportionally leave a realm, undoing months of hard work with realm faction balance.
      These transfer options will be periodically available starting Tuesday and will open and close throughout the rest of this week.
      As always, thank for you joining us in Season of Discovery. We’ve experimented a lot and learned much that will ultimately lead to bigger and better things.
    • By Staff
      We have some more class tuning coming to Phase 3 of SoD, as Druids, Paladins, Priests, Rogues and Shamans get some solid changes.
      Class Tuning (Source)
      Tomorrow, during each region’s normal maintenance period, we will apply the following adjustments to classes in Season of Discovery.
      Druid
      The Natural Weapons talents now increases all damage done by druids in Season of Discovery, instead of just physical damage. The Gale Winds rune now reduces the mana cost of Hurricane by 60%. Swiftmend no longer consumes a Rejuvenation or Regrowth effect on the target when used. Developers’ notes: Please note that it does still require Rejuvenation or Regrowth to be on the target to be used. Paladin
      Seal of Righteousness damage can now be critical hits. Sacred Shield’s duration is extended to 60 seconds (was 30 seconds). Crusader Strike has now gained an additional effect: Crusader strike now refreshes all judgement effects active on the target to a 30 second remaining duration. Seal of Martyrdom can now “twist” with other seals, including Seal of Command. Developers’ notes: Seal “twisting” was an interesting emergent effect that became popular during the original Burning Crusade, that utilized the slower server messaging system used in early versions of WoW to slightly extend the duration of the Paladin’s active seal for a short time whenever a second seal was cast. This effectively allowed paladins to momentarily gain the benefit of two seals at once if they timed the application of a new seal to line up perfectly just before their weapon swing. This is something we would have considered a bug at the time, but for many players, it became a popular feature of the class, allowing skilled players to increase their output with precision gameplay.
      We recreated this playstyle in Burning Crusade Classic and since then it’s been a popular request in other versions of original WoW, including Season of Discovery. We had concerns about allowing Martyrdom and Command specifically to be twisted together in Season of Discovery for a variety of reasons, including the fact that the playstyle is highly mana inefficient, it largely requires addons such as a weapon swing timer to function properly, and twisting can be unintuitive for less experienced players. As the game matures and we continue to listen to player feedback however, we recognize that for some, this is part of the charm and uniqueness of playing a paladin during those early eras of WoW’s history. We consider this change to be experimental and we will watch the performance and behavior of Retribution closely after this change. Should it prove problematic, we may revert this change or apply additional adjustments later. We greatly appreciate the feedback we’ve received about this thus far.
      With this change to allow twisting, we do not expect to see a major change in the “optimal” way to play Retribution right away. Due to the interaction between Art of War, Martyrdom, and Exorcism, we’ll likely need a larger redesign and changes to that interaction to truly add more diversity to the Retribution playstyle. We’re evaluating options here for potential changes we can make either via hotfix during Phase 3 or as part of a larger effort for Phase 4. Priest
      Shadowform now increases all shadow damage done by 25% (was 15%). Rogue
      Saber Slash bleed now stacks up to 5 times. Saber Slash bleed now also increases the impact damage done by Sinister Strike and Saber Slash by 15% per stack for the rogue who applied the bleed. Saber Slash bleed now deals 3% of the rogue’s Attack Power in damage per tick (was 5%). Shaman
      Mental Dexterity now only triggers from dealing damage with Stormstrike and Lava Lash, and it now lasts 30 seconds (was 10 seconds). Burn now increases Flame Shock Damage by 100% and flame shock DoT duration by 6 seconds, and causes Flame Shock to strike up to 5 targets (was 3 targets). Developers’ notes: We’ve received a lot of feedback about the overall usability of mental dexterity, particularly for Elemental Shamans. This ability was not intended to be used by elemental, so the adjustments we’ve made are to help ensure its usage is a bit more enhancement-centric. To compensate, we’ve increased the output and usability of the Burn rune, with a slight quality-of-life improvement in the form of a Flame Shock duration increase which allows two Lava Burst casts to be used within a single Flame Shock duration. This is likely not going to be enough to overall bring elemental up to the level we want, so we intend to continue to make other tactical adjustments in future class adjustment updates as needed. In the Weeks to Come
      We’re carefully planning for more adjustments to Hunters, Mages, Shamans, and Warlocks in future updates. We really appreciate the feedback we’ve received since the start of Phase 3 and look forward to sharing more about our next round of adjustments with you soon.
    • By Staff
      Players have been noticing that Righteous Orbs were suddenly no longer dropping, and now Blizzard have confirmed that there was a hotfix, and that they were never intended to drop before Phase 4.
      Righteous Orbs (Source)
      With a hotfix that went live to all realms earlier today, Righteous Orbs no longer drop during Phase 3 of Season of Discovery.
      They’ll become available as intended in Phase 4.
×
×
  • Create New...