The target also grows to an immense size, so it is easy to see who is being controlled. Two words: Very Squishee.ġ) True Fufillment, which Mind Controls a target, and gives them increased damage, higher resistances, faster movement and instant- cast spells. If you are not careful you will get knocked back into these during the boss attempt. These are bugs located in Temple of Ahn'Qiraj after Battleguard Sartura. The Qiraji Lasher is similar to the adds accompanying Battleguard Sartura except that they cannot be stunned. The Vekniss Wasps are also quite similar to the Hive'Zara Wasps in Ruins of Ahn'Qiraj, except again naturally much more deadly and cannot be rooted. The Vekniss Stinger is similar to the Hive'Zara Stinger in Ruins of Ahn'Qiraj, except naturally much more deadly and cannot be rooted. They come in a few different flavors.Įach group contains two or three Vekniss Wasps, a Vekniss Stinger, and/or a Qiraji Lasher. These are groups of three-four mobs located in Temple of Ahn'Qiraj just before Princess Huhuran. The poisons must be cleansed immediately. They use extremely high damage instant poison, mind numbing poison, and crippling poisons. These are scorpions located in Temple of Ahn'Qiraj after Fankriss the Unyielding. They have no notable special attacks, but they respawn extremely fast. In the room between Battleguard Sartura and Fankriss the Unyielding. When one of the Guardians in a pull die, the remaining guardians charge toward their fallen comrade, impale (stackable DoT), and knock people beside the corpse into the air. The come in packs with the Vekniss Warrior, they really should be killed first as the Gaurds are not really special, but the Brainwasher are what pwns raids. They can Mind Control and cast Mind Flay with an added fear effect. Spawn in packs of around 10 for each dead Vekniss Warrior. However when they die they release about 10 Vekniss Borers. They have no significant special attacks. This means the last sentinel will have 4 abilities.Īre mobs in Ahn'Qiraj that are located underground after fighting Prophet Skerram. When any one sentinel dies, the remaining sentinels gain the ability of the fallen sentinel and are healed for 50% of their max health. Reflect Fire and Arcane Damage (You can tell since it bounces back detect magic).Thunderclap (no debuffs though, 800 damage).Multiple target Shadowbolt (Likely the worst).Renew (Heals 4.5K every 3 seconds) (Use Mortal Strike).They have a normal attack as well as one of the following abilities: Everyone else in the raid who is not healing or draining mana should be doing DPS.ġ00 Brood of Nozdurmu Reputation per kill.Īnubisath Sentinels are packs of 4 mobs. This enemy does not hit hard, and the main tank doesn't require much healing.
Mana Burn while one or more druids heals the main tank. Viper Sting is not recommended as a mana drain, because it will take up valuable Debuff real estate, even if you only have 3 warlocks and 3 priests draining his mana. They will cast Shock Blast on everyone in the zone (6.5K damage) if their mana is allowed to reach 100%, so they must be drained of their mana with Mana Burn, and Drain Mana. It seems that they choose 16 candidates to drain mana from as soon as aggro is aquired. They can drain mana from all mana users in range. It's possible to access these quest NPC after having killed the Prophet Skeram. Good reputation with Brood of Nozdormu is required to complete these quests, in much the same way as Zandalar Tribe reputation is required for Zul'Gurub quest rewards. When a player has the appropriate collection for a particular item and a certain level of reputation with Cenarion Hold, they can turn them in for the item. Players must collect ten scarab items of a certain type, two stone idols of a certain type, and a single Qiraji item. The Temple of Ahn'Qiraj uses a Loot-quest system like Zul'Gurub or the Ruins of Ahn'Qiraj. Upon going through the Scarab Wall gate in southern Silithus, follow the path to the right to the instance portal. There is no key required to enter the Ahn'Qiraj temple instance, nor is there any trash outside of it. Nature Protection potions are clearly of use here. Equipment is important, but many encounters will be possible to beat with sheer wits and strategy. Nature resistance is particularly important in this instance for many bosses. The first few bosses are on par with the harder bosses in Molten Core and the last bosses are harder than anything you find in Blackwing Lair. The Temple of Ahn'Qiraj is more scaling in difficulty than other instance.