Section 1.3 - Trash Mob Information

Like most raids, the bosses are not the only difficult thing to figure out. The trash mobs often present their own challenges and take a while to learn to deal with. Here is a brief outline of what each can do and what to expect.

Scarabs

Scarabs are found in large groups (6-10) throughout Ahn'Qiraj. The groups contain a mix of Shriekers and Spitters.

Shriekers - Charge a random target causing up to 600 damage.

Spitters - Spits nature based acid at players causing about 500 damage.

Both scarabs normal attacks cause 400-500 damage in melee. The are all however fairly easy to deal with with mass AOE. They will swarm an area and then just AOE them down quickly.

Hive'Zara Wasp

The wasps are a basic trash mob in Ahn'Qiraj, generally found in groups with a Stinger mixed in.

Itch - The wasps cast a multi-target poison effect that causes a debuff called itch that appears to do nothing. If not removed however it will turn into a debuff called Hive'Zara Catalyst after 8 seconds.

Catalyst - Catalyst lasts for 30 seconds, unless removed. While affected by catalyst you suffer 146 damage every 2 seconds, your speed is reduced by 50% and all Stings that you suffer cause increased damage.

It is critical to have someone removing the debuff's from players, but primarily from the tank, as you can not have them hit by huge stings and survive.

Hive'Zara Stinger

The stingers are flying wasp-like creatures that behave much like Surgers in Molten Core. They are generally found among groups of Hive'Zara wasps. Their base attack is a sting which hits for about 500 damage normally, but if you are affected by the Hive'Zara catalyst then you could be hit for up to 2000 damage.

Charge - The Stinger can break off from its current target to charge anyone outside of melee range but within 25 yards. The charge does about 1000 damage and knocks you down. As soon as they hit with the charge they move back to whoever had aggro before.

The way to deal with these is the same as the surgers, get close. Everyone should get within melee range and DPS them down as fast as possible, although it is safe to stay at max distance to heal as well.

Hive'Zara Sand Stalker

These are fairly weak MOBs in Ahn'Qiraj, however they has the nasty ability to ignore aggro and attack a new target with their burrow ability.

Burrow - Roughly every 10 seconds they will clear their aggro table and burrow underground. When they do they disappear from the map and reappear 10 seconds later to attack someone else, usually your poor cloth wearers!

To deal with burrow all you need to do is have a hunter mark them while they are up. When they burrow with a mark you can still see and attack them, which causes them to surface again. This makes them fairly easy to deal with as they only hit for about 400 damage.

Obsidian Destroyer

These appear on your way to Moam and are six-legged winged sphinx-like constructs that appear made out of obsidian.

Mana Drain - They drain mana from players that get to close (roughly 30 yards). If they reach full mana they explode doing a nature based arcane explosion that hits for roughly 6,000 damage in a large area (again roughly 30 yards).

Dealing with the Obsidian Destroyers in not that difficult as they can be tanked as normal. All you need to do differently than any other MOB is have the Warlocks and Priests drain mana on them. If you have at least 2 of each and are reasonably quick with DPS, they should never get near exploding before you have killed them. Think of them as a warm up for fighting Moam.

Flesh Hunter

The flesh hunter is a huge ooze type creature that wanders Ahn'Qiraj. They hit for roughly 1000 damage per hit in melee and have a ranged poison attack. They also have the nasty ability to consume a player.

Consume - The Flesh Hunter attempts to eat the player with the highest aggro. While being consumed the player is pulled to the middle of the Flesh Hunter and can not move or attack. While there they will be damaged over time at about 500 damage per tick. This lasts for roughly 25 seconds, and then the player will be spat out if not dead. If the player dies while inside, the Flesh Hunter will be fully healed.

Because of the consume ability it is important to keep two tanks at the top of the aggro list. When the first one is consumed the second one takes over aggro. While a tank is being consumed it is imperative that the healers keep him alive. If he dies, the fight essentially starts over, and most groups can not afford to lose many tanks in a fight. If you can keep the tanks alive while they are being consumed the fight is fairly easy.

Anubisath Guardian

Probably the hardest trash Mob in Ahn'Qiraj (20) is the Anubisath Guardians. They are found patrolling the area near Ossirian the Unscarred. What makes them so difficult is that they have many different possible abilities and each fight is them get 2 of them at random. You may get an easy combination or a very difficult one, it's all pure dumb luck. The possible abilities that we have seen so far are:

Enrage - At 10% health the guardian will become enraged, increases damage from all his attacks by 150%.

Self Destruct - A common ability for them it seems. When he gets to about 5% he will stop attacking and blow himself up causing roughly 5000 damage to everyone close. It takes him about 10 seconds before he explodes though so just watch for him to stop attacking and run.

Shadow Bolt Volley - A volley of shadow based magic missiles that hit for about 2000 damage.

Warstomp - An AOE effect that hits everyone in melee range for up to 1500 damage and knocks them back.

Meteor - The guardian summons a meteor that does a huge amount of damage. Luckily the damage is divided among everyone in its AOE. To survive everyone just needs to group together and the damage will be minimal (less than 800 per person) .

In addition to two of the above they will always have:

Reflect Magic - They can reflect shadow/frost or arcane/fire spells back at the raid. It is random which reflect they have so it must be determined quickly.

Summon MOBs - The guardian will also summon additional MOBS to him. The summoned MOBs will be Anubisath swarmguards of warriors and can be chain feared instead of dealing with them.

It is important for a mage to detect magic as soon as possible on the guardians so that you know which abilities and reflects that they have. Beyond that, dealing with them becomes a matter of tanking them, figuring out how to handle the abilities they have, and fearing the adds until the Guardians are dead.

 

Have comments or suggestions? Thought of something that has been missed? Found another tactic that can be used? Found an error? We would love to hear
from you! Email us at [email protected].

Click here to return to the table of contents of
TenTonHammer's Guide to the Ruins of Ahn'Qiraj.

 


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Last Updated: Mar 13, 2016

About The Author

Byron has been playing and writing about World of Warcraft for the past ten years. He also plays pretty much ever other Blizzard game, currently focusing on Heroes of the Storm and Hearthstone, while still finding time to jump into Diablo III with his son.

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