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Kurinnaxx is a large scorpion and also the first boss of the ruins of Ahn'Quiraj
Abilities: Thrash: There is a chance that Kurinnaxx may gain a couple extra attacks on a succesfull hit similar to Windfury.
Enrage: At 30% HP Kurinnaxx goes enraged increasing his damage by quite a bit
Mortal Wound: Whoever is infront of Kurinnaxx will be hit by this, generally only the MT will be hit if the other melee stay out of Kurinnaxx's way. This debuff reduces healing by 10% stacks up to 100% and lasts for 15 seconds. This debuff cannot be removed.
Sand Traps: While you fight Kurinnaxx random sandtraps will appear making it necessary to keep moving during the entire fight.
Boss Fight: The Kurinnaxx fight is rather simple, if you follow the correct strategie guilds with all blues can beat him. The tanks have 2 necessary jobs for this fight. First every time a tank gets everywhere from 3-5 Mortal wound debuffs you will need to switch tanks. You should have 1 or 2 off-tanks which need to be prepared to taunt and sunder like crazy. Also whoever is tanking Kurinnaxx will have to move him in a large circle to avoid sand traps, sometimes guilds will have the healers/ranged DPS form a large circle which the tanks move him around in allowing at least 1-2 healers to heal the MT at any time. Everyone else merely needs to either 1. If you DPS just do what you do best and burn him down, or 2. If your a healer try and find a position allowing you to heal the tanks throughout the entire circle they will run with Kurinnaxx. Other then his mortal wounds debuff kurinnaxx is a pushover goodluck. |