Azjol-Nerub | Ahn’kahet: The Old Kingdom
Azjol-Nerub
Watch Him Die: Defeat Krik’thir the Gatewatcher while all three Watchers are still alive.
Hadronox Denied: Defeat Hadronox before he webs the top doors and prevents more creatures from spawning.
Gotta Go!: Defeat Anub’arak in four minutes or less.
Ahn’kahet: The Old Kingdom
Respect Your Elders: Defeat Elder Nadox without killing any Ahn’kahar Guardians
The Party’s Over: Defeat Prince Taldaram with less than 5 people.
Volunteer Work: Defeat Jedoga Shadowseeker without killing any Twilight Volunteers.
Volazj’s Quick Demise: Defeat Herald Volazj in two minutes or less.
Azjol-Nerub Strategy
Krik’thir the Gatewatcher (Watch Him Die): There are two major ways of accomplishing this achievment. First is the simple brute-force method, in which the tank runs in and tanks everything while the DPS burns the boss down as fast as possible. Some groups can accomplish this, but if it’s impossible, a good alternative is available. Allow Krik’thir to send the groups out one at a time, then kill every member in the group except the Watcher. If you think your tank can handle it, allow the watchers to just sit on him the whole time. If he can’t handle this (which involves tanking all three watchers plus two adds when the last group attacks), instead have someone capable kite the watchers to the entrance. Warlocks are good for this, since they can set a teleportation circle at the boss, grab aggro when needed, run to the instance’s entrance (the Watchers move quite slowly), teleport back, and repeat. This is best done after the second group has come, when the tank has two Watchers on him. With those two out of the picture, it becomes a relatively simple tank-and-spank, revolving around the tank holding aggro on one watcher and Ktik’thir while the DPS burns the boss down.
Hadronox (Hadronox Denied): This fight, while not explicitly difficult, does require timing and coordination among the team. There are two methods available. First, the group can reset the encounter after the Crushers are dead by sending in a remote-controlled object such as a Crashin’ Thrashin’ Racer or by doing the same with a rogue, hunter, etc (pulling aggro on Hadronox and the mobs, then dying, causes a reset). Then, as soon as the encounter resets, the group needs to run down into the room below where you usually fight Hadronox and engage him as soon as he spawns. At this point, it’s as simple as killing him. However, for every add that’s attacking him and dies, he gains 10% of his maximum HP, so no AoE should be used.
Anub’arak (Gotta Go!): This achievement used to be incredibly difficult, requiring a kill in two minutes or less. Since the timer has been increased to four minutes, the achievement is still challenging, particularly to PuGs. An experienced group with good DPS shouldn’t have a problem, however. Simple DPS on the boss is all that’s needed.
Ahn’Kahet: The Old Kingdom
Elder Nadox (Respect Your Elders): The important thing to realize here is that the guardian’s invulnerability aura has a range. Get the boss out of range of the aura and DPS him down. The interesting thing, though, is that the boss can’t be pulled too far out of the room without Enraging, increasing his damage by 500% and causing an instant wipe. One separation tactic is to pull the boss into the corner of where he spawns, and have someone kite or offtank the Guardian as far away from the boss as necessary. Note that kiting the Guardian can be very difficult, since it has the ability to increase its movespeed by 200%.
Prince Taldaram (The Party’s Over): This achievment is a cinch. Kick the lowest DPS from your group and get to it. If you wanted to make sure nobody was left out, you could probably 4-man the instance to the Prince, then down him.
Jedoga Shadowseeker (Volunteer Work): If you have a decent healer and tank, this should be a piece of cake. As soon as Jedoga calls up the volunteer, just sit around and stuff. Once she drops back down with the +200% damage buff, the tank and healer need to be on their toes with mitigation cooldowns and high-HPS rotations. The DPS, of course, do what DPS do best and bring down the boss before anything untoward happens to the tank (such as death).
Herald Volazj (Volazj’s Quick Demise): This fight is all about the Insanity phases. An important thing to note is that these phases can be avoided with Divine Protection, Vanish, etc. (anything maknig you invulnerable or taking you out of combat). With only a few members of the group fighting clones, the phase is a lot easier. Not all groups can do this, however for those that can it’s quite helpful. Barring that, a simple strategy is to engage the boss and DPS as hard as possible. The trick is to get him down from about 40% (when he starts the first Insanity cast) to about 20% by the end of it. Then he will immediately begin casting the second Insanity, making him targettable even during the Insanity phase. More burn should bring him down before the cast goes off.
