RUINS OF AHN’QIRAJ (BASIC TACTICS)
Trash before Kurinnaxx:
Qiraji Swarmguard - flyer that deals huge damage and has cleave. Best to take these down immediately.
Hive'Zara Wasps - These adds spit debuff called Itch, when it fades, it will be replaced with poison debuff Hive'Zara Catalyst that deals nature damage over time, and slows down. These should be cleansed ASAP.
Hive'Zara Stinger - cannot be rooted, and has a charge ability, if player has a Hive'Zara Catalyst poison on him, the charge attack deals huge nature damage. These bugs should be taken down first before the wasps.
Qiraji Gladiator - Enrages when the other gladiator dies.
1. KURINNAXX
Mortal Wound - 15second debuff that reduces healing by 10% ans stacks
Sand Trap - random AoE that spawns below people's feet, debuffs with silence and reduced chance to hit with melee by 75% for 20seconds.
The fight requires 2 tanks. The tank drags Kurinnaxx around so he and the melee people can avoid sand traps below them. Tanks should switch at 5 stacks of Mortal Wound. Team should be spread out, and avoid spawning Sand Traps. Once Kurinnaxx reaches 20% health he enrages.
2. GENERAL RAJAXX
NO ONE SHOULD TALK TO LIEUTENANT-GENERAL ANDOROV UNTIL THE RAID IS READY. Talking wtith Npc Triggers next boss encounter.
The fight consists of 2 stages. 7 waves of mobs and General Rajaxx. Have healers assigned to heal Andorov, as he is an important NPC and should be kept alive. Andorov (Npc):Helps with killing adds; immune to boos Aoe Knockback making him good main tank; Increase attack power by 10%, decrease casting ime by 10%, heals raid for 200 every 3 sec (available for people with Friendly or more reputation with Cenarion Circle)
Adds in the waves: Swarmguards and Warriors - tank taunt them off the raid if needed, adds can be stuned and rooted and try killing them one by one. If you die, you can run back to the instance between waves.
Wave 1 - Captain Qeez Ability - Intimidating Shout: the off-tank should be ready to pick up the captain if ever the main tank gets feared.
Wave 2 - Captain Tuubid Ability - Calls focus fire on someone in the raid, he should be taken down first.
Wave 3 - Captain Drenn Ability - AoE lightning. Have the MT taunt him, and bring to a corner away from the raid.
Wave 4 - Captain Xurrem Ability - AoE knockdown
Wave 5 - Major Yeggeth Ability – Cleave, don’t stand in front of him
Wave 6 - Major Pakkon Ability - Sweeping Slam
Wave 7 - Colonel Zerran Ability –will sometimes enrage and its attack power. Shamans should be on the alert and purge the colonel whenever he enrages.
Wave 8 - General Rajaxx
AoE Thunderclap - stomps and knocks people away from him. Reduces current HP to half. If the current HP is less than 200, it kills the victim. If Andorov is still alive keep him and mt priority on healing. If Andorov has been killed when Rajaxx knockbacks, the off-tank should get boss.
Trash before Buru:
Hive'Zara Soldier - sometimes spits a poison bolt that deals nature damage on the victim over time. Kill these first.
Hive'Zara Sandstalker - occasionally 'burrows', and shows up after a while hitting on a member of the raid.
Flesh Hunter - spits poison. Can sometimes Consume a person in the raid, when someone is being consumed, healers should keep him alive. the Flesh Hunter goes back to full health if he manage to consume player.
Once the Flesh Hunter is dead, hit the nearest egg until around 3-5%, and get ready to kill Buru.
3.BURU THE GORGER
Dismember - stacking bleed effect that does damage every 2 seconds on targeted player.
Run speed - while chasing a player, Buru's speed will start at a very slow speed, continually increasing. Buru's run speed will reset every time he is hit with an egg.
Thorns - when melee people hit Buru, they will get damaged
Creeping Plague - activated when Buru has less than 20% life. Stacking debuff dealing nature damage every tick that continuously stacks every 3 seconds.
He will constantly set his eyes upon a member of the raid, and he will chase him down until he is dead, or has been hit by an egg. Have the melee deal with the egg-killing, while the ranged people on the Hatchling killing. The melee people should only be damaging eggs until 5%, then moving on to the next egg in a clockwise or counter-clockwise direction. They should not hit Buru, or his ‘thorns’ will kill them. The people being watched by Buru will be kiting him all around the whole room and should bring Buru to the egg by luring him there. Once Buru is on top of the egg, melee DPS are to kill the egg immediately. It will spawn Hive'Zara Hatchlings. Once Buru's hit by an egg, he will reset speed, and watch another person. Once he's below 20% health, his shell will break, and expose his brains. He activates Creeping Plague debuff on everyone, and a bunch of hatchlings will spawn. Focus boss and try to fear, root adds to not be overwhelmed by debuff.
Trash before Moam:
Obsidian Destroyer - continually gain mana by draining from some people in the raid. Once they reach full mana, they will explode.
Shrieker Scarab - sometimes casts Piercing Shriek to slow nearby people down.
Spitting Scarab - sometimes knocks people off for a considerable distance.
4. MOAM
Drain Mana - drains 500 mana and gives 1000 mana to Moam per person drained.
Arcane Explosion - when Moam reaches 100% mana, he 'explodes', throwing people to the air
Turn to Stone - after 90 seconds from engaging Moam, he will turn into stone. At this state, he cannot attack and drain mana, but he will continue on regenerating mana. After 90seconds or once he reaches 100% mana, he will come out of stone.
Summon Mana Fiend - after 90 seconds from engaging Moam, he will summon 3 Mana Fiends then turn to stone.
Once engaged priests should do nothing but Mana Burn, hunters maintain Viper Stings on him, and warlocks do nothing but Mana Drain until adds come. Try to stun, banish, root adds and if the raid is lacking thoseon have an offtank take adds away from the raid. Moam should not reach 100% mana or he will 'explode', basically wiping the whole raid.
P.S. No clue how we will do this boss after they removed all mana draining/burning spells?
Trash: Anubisath Guardians
They have a reflect magic buff, that reflects a random pair of elements. They occasionally summon swarmguard/warrior adds when guardians are near death, they can either Enrage, or Explode after a few seconds which can wipe the raid if everyone is within its range.
Thunderclap - deals AoE damage to melee range.
Shadowbolt Volley - deals AoE damage to ranged.
Plague - debuff that deals moderate nature damage to the person affected and anyone near the person. This affected person should stay away from the raid.
Meteor - a huge meteor falls down, dealing fire damage depending on the number of persons in the area. The more people in the area, the less damage each person will receive.
5. OSSIRIAN THE UNSCARRED
Supreme Mode – mode entered by boss, basically kills everyone in one shot. Also gains speed greater than an epic mount.
Enveloping Winds - 8second stun and causes a temporary aggro loss. Affects someone with the most aggro on Ossirian.
Curse of Tongues - AoE curse, reducing casting time on affected players.
Warstomp - melee AoE, dealing damage and knocks players back and up in the air.
Tornado - upon engaging Ossirian, tornados will randomly spawn all throughout the whole room. Deals damage per tick to whomever is caught in its path.
The key to this fight is the crystals. You'll see the first crystal near the center of the room. These crystals make Ossirian weak. Activating them takes time, so timing is needed to prevent him from entering Supreme mode and wiping everyone. Crystal: has a limited range, around 15-20 yards; cancels Ossirian's Supreme mode and makes him weak to a certain school of magic; appears randomly all across the room. This weakness has a duration, which is 45 seconds, so the raid should be constantly looking for another crystal, and bringing Ossirian to that crystal and activating it before he enters Supreme mode again.
Crystal Locator This task is primarily given to a melee DPS person. Basically, this person will stay mounted all throughout the fight, constantly looking for the next crystal the raid needs to go to. He should also warn the raid if a tornado is located near the next crystal, and tell them where they should go to avoid the tornado while moving there.
Crystal Activator This task is primarily given to a druid, or a shaman. It is because they have travel forms to be ahead of the raid in going to the crystal. The activator has the task of activating the crystal ONLY when there is 15seconds left until Ossirian enters Supreme mode again. This way, Ossirian will never have a chance to enter Supreme mode. Crystal Locator and Activator should communicate.
Tanks The fight requires 2 tanks. Mt needs to guide Ossirian to the next crystal while continually tanking him. The duration of the weakness is limited, so Ossirian needs to be brought to the next crystal as soon as possible. Occasionally, Ossirian will stun the tank with the most aggro with Enveloping Winds. When it happens, its the off-tank's job to continue bringing Ossirian to the next crystal. Tanks need to switch constantly throughout the fight. The tanks should also be prepared and have some Swiftness Potions in case of emergencies like the tanks are knocked back and there isn't enough time for them to bring Ossirian to the next crystal.
6. AYAMISS THE HUNTER
Stinger Spray - deals nature damage to everyone in the raid every 30seconds.
Summon Swarmers - summons roughly 20 non-elite wasps, dropping down on the raid. These should be AoE-d down.
Poison Stinger - stackable debuff that deals 25 nature damage per second per debuff. Stacks up to 100. Ayamiss only uses this while airborne and only on the person with the most aggro.
Paralyze - Ayamiss occasionally puts a random player on the altar. When someone is placed on the altar, a Hive'Zara Larva will spawn either from the left or right of the base of the altar stairs, and head towards the 'sacrificed' player. If the larva is not killed as soon as possible, the larva will kill the sacrificed person on the altar, and will spawn a very powerful elite wasp, which can basically wipe the raid.
The melee people should be on the alert and kill the larva immediately. Tank should be ready to grab Swarmers then casters should AoE them down. Once Ayamiss is below 70% she comes down, and now is tankable. She stops the stinger debuff, but still does the nature damage aura to the raid, the sacrifice, and also the wasp summons. If ever the main tank gets sacrificed, have an off-tank ready to pick her up.
That's what I found and it can be outdated but nice to have at least basics how fights used to be.