Gogu1983 Administrator

Joined: 02 May 2009 Posts: 49 Location: Timisoara
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Posted: 02/06/2009 01:45 Post subject: TK |
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Al'arAl'ar
Title <Phoenix>
Race Phoenix (Elemental)
Level ?? Boss
Health 2,124,000
Affiliation Kael'thas Sunstrider
Occupation Pet of Prince Kael'thas
Location The Eye, Tempest Keep
Status Killable
Relative(s) Phoenix Offspring
The Eye[show]
Al'ar is the first seen boss of the Eye in Tempest Keep. It is Kael'thas Sunstrider's phoenix and pet. This boss is more often than not skipped at first and attempted after Void Reaver because of Void Reaver's lesser difficulty.
Abilities
Both Phases
Flame Buffet: Stackable debuff incurred every 1.5s that causes 2000 fire damage and increases fire damage taken by 10% per debuff. Lasts 10 seconds. Cannot be avoided by line of sight. This is only cast if no player is within melee range
Sometimes Al'ar will cast Flame Buffet even if there is a tank in melee range. If this happens, your tank should move forward and quickly back into position to fix the bug.
Phase 1
Flame Quills: Occasionally, Al'ar will fly to the center of the room instead of switching platforms. Al'ar then launches quills that hit anyone on the platforms or the outer part of the ramps. Deals ~8k Fire damage per second, for several seconds. Unknown cooldown
Ember Blast: Explodes upon 'death', knocking back any player in range (~15 yards). Deals ~10k fire damage, and an additional ~1000 fall damage. Used just before transitioning to Phase 2.
Phase 2
Rebirth: ~5000 fire damage to anyone in melee range, with a knockback across the room. This occurs a few seconds after a Dive Bomb, in the same location where the Dive Bomb hit. Al'ar also uses this ability at the start of Phase 2, when resurrecting in the center of the room.
Dive Bomb: Al'ar flies up, and targets the ground beneath a random player. Al'ar then crashes into the ground at that location. This deals ~5000 fire damage, and spawns two Ember of Al'ar adds. Al'ar then uses Rebirth at that location. 30 second cooldown.
Flame Patch: Spawns under a randomly targeted player, deals ~3000 fire damage per tick, and applies a stackable debuff similar to Flame Buffet
Melt Armor: Target's armor is reduced by 80% for 60 seconds, tanks must taunt immediately when this happens. 60s cooldown.
Berserk: Al'ar's damage is increased by 500% and attack speed is increased by 150%, wiping the raid very quickly. This occurs 10 minutes after the start of phase 2.
Ember of Al'ar
~70,000 health.
Hit for ~1500 damage.
One is spawned after each position change in Phase 1, and two are spawned after each Dive Bomb in Phase 2.
Each time one is destroyed, Al'ar's health is drained by 2% of max health.
Ember Blast: Explodes upon death, knocking back any player in range (~15 yards). Deals ~7000 fire damage, and an additional ~1000 fall damage.
Can be stunned. Immune to all other forms of Crowd Control.
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Strategy
This is a heavy mobility fight. Contrary to popular belief, no amount of fire resistance is generally needed for the fight. It may help certain individuals (eg. the tank that handles the Embers) but you should avoid sacrificing more important statistics. Fire protection potions are helpful if their use is timed properly.
Phase I
Phase I is straightforward.
Al'ar will always fly to the left ramp when pulled. A tank needs to wait there to avoid Flame Buffet.
During this phase it is impossible to draw aggro at range; like Ragnaros, Al'ar will not aggro on people outside melee range. Melee can draw aggro from tanks, however. Al'ar spends around 30 seconds on each platform, then moves on to the next, flying clockwise (W, NW, NE, E, repeat). Tanks should stay on the edge of their platform to maintain line of sight with the healers. Two tanks is enough for this simple rotation, but three makes it easier to react to Flame Quill.
Adds
Al'ar will summon an add every time it switches position. This add spawns at the very position it just left. The adds need to be off-tanked away from the rest of the raid and DPS'd down as soon as possible to keep the exhaustiv number of spawned adds to a minimum. The adds do not deal much damage but explode on death for a significant amount of fire damage (healers should be prepared to respond as the adds approach death). They are immune to crowd control and fire damage.
The adds will generally fly to the healers, particularly if a paladin keeps Righteous Fury up; have an off-tank waiting downstairs to pick them up. It is usually a good idea to have the melee DPS take care of these adds, since they can't move fast enough to keep steady DPS on the boss herself, but be very careful with the explosions. Note that these adds can be stunned, and a useful technique is for a rogue to save up 5 combo points, wait for the add to get low on health (around 4%), stun the add while everyone else moves away, and then use Cloak of Shadows and finish off the add.
Flame Quills
Occasionally when leaving a platform, Al'ar will fly to the center of the room and begin spinning, which signals the upcoming Flame Quills. Every person in the raid needs to be aware and fall down from the upper platform, especially the tanks, since anyone left there will take 6-8k fire damage per second. People standing on the outside of the room on the floor (south near the entry door) are also susceptible. Unobservant tanks will be killed very quickly by this ability, most likely causing a wipe (if no soulstone was set). So whenever Al'ar is about to leave a platform, rotate the camera appropriately to keep an eye on the movement. Don't just run blindly to the next platform, wait a bit to see where exactly Al'ar goes next.
Once the Quill ends, Al'ar will land on platform 1 or 4. One tank needs to be positioned on each side, at the base of the ramp, ready to quickly reach their platform before Al'ar does more than two buffets. Intercept is useful. A third tank can be helpful here; if you have only two tanks, and both are on the same side of the room as Al'ar leaves a platform to start Flame Quills, they may have trouble crossing the room to reach the far platform. Priests can summon their shadow fiend up to Al'ar if the tank is having trouble getting to the platform in time to minimize buffets.
Between handling adds and avoiding the Flame Quills, heavy DPS needs to be put out on the boss. In an desΔvΓ’rΘit scenario, Al'ar should die within 2-3 flight cycles.
Keeping the Adds
Alternatively, you can "save" the phase 1 adds for phase two (when the enrage timer becomes important). Have melee bring each add to 10% and have a warrior spam Demoralizing Shout and Thunderclap. If you have access to a Paladin tank, they can solo the adds from phase 1 to 10%-20% by spamming Consecration and Holy Shield. The tank will have about 10 adds on him by the end. The damage is difficult to heal through, but not dangerous if the healers pay attention. Once Al'ar has respawned at the start of phase 2, use AoE to kill all the adds simultaneously, and Al'ar will lose about 20% HP instantly. The add tank will usually be knocked away by the first explosion and should not take damage from any of the others; however it is possible to be hit by several and killed. Therefore, it is sensible to Soulstone him. The add tank could also use a Major Fire Protection Potion before the first add explodes, to avoid high peak damage.
Phase II
Phase II begins right after Al'ar reaches 0%. At this point it will explode for ~5000 fire damage with AoE knockback and reappear roughly at the center of the room, where it will cast a powerful AoE knockback with fire damage. After this, it must be immediately tanked or it will start casting its flame buffets once again. Phase II is not an aggro wipe and Al'ar should fly to the top threat person. But it may decide to stay put and cast flame buffet if not picked up immediately. In case there are still some adds up from phase I, raid should focus on getting them down as soon as possible, preferably before Al'ar casts the first Dive Bomb. Other than that, phase II is all about survivability. Melee DPS should focus on the boss while ranged DPS focuses on the adds and then Al'ar if no adds exist.
While being on the ground, it will occasionally spawn flame patches on random people that work in a similar fashion to void zones. People need to be aware and move away from the fire trails as soon as possible. Al'ar can charge people for 5000 damage leaving them momentarily stunned. It usually flies back to its previous target but can sometimes remain next to the charged target and cast flame buffet until taunted.
It also casts a Melt Armor debuff on the current MT every 60 seconds. The other tank must taunt immediately when this happens. Having both tanks wear a high amount of +hit helps a lot. Al'ar's melee damage is fairly weak, so reaching the hit cap is more important than damage mitigation. Note that the current MT can use [Moroes' Lucky Pocket Watch] every time the debuff is applied. After Dive Bomb, Al'ar sometimes targets the tank having Melt Armor, so the current MT should be ready to taunt, and never move too far away from the other tank. A Warrior MT can also Intervene. While most boss mods will announce when Melt Armor is cast and its duration, it will be beneficial to many to announce this over Vent or Teamspeak. Healers must be ready to change targets when needed.
Last but not least, while airborne, it will cast Dive Bomb on a seemingly random target. The Meteor does about ~5000 fire damage on a single target and should be survivable or avoided by running from the area. Using consumables/abilities that can mitigate this sort of damage (fire protection potions, ice barrier, mana shield, barkskin etc) is also recommended. People should be aware of the fact that Al'ar spawns with an AoE fire knockback where the meteor hits the ground as well as with two ember adds, so your raid should move away from that spot as soon as possible. The adds spawn immediately when the meteor hits the ground, whereas Al'ar spawns roughly 2 seconds afterwards, giving a small window to pull the adds out without accidentally hitting or taunting Al'ar. Failure to do so will result in them being knocked across the room taking both fire damage and potentially some falling damage. Also be sure to NOT kill adds during a meteor or Al'ar won't take the 2% damage from its death.
Note: Everyone should stay off the ramps and in the room completely, if Al'ar targets a person for Dive Bomb while they are on the ramps, Al'ar will evade glitch and go back to full health.
Void Reaver
Race Fel reaver (Mechanical)
Level ?? Boss
Health ~ 4,500,000
Mana ~ 3,387
Location The Eye
Status Killable
The Eye[show]
Void Reaver is the second boss in the Eye of Tempest Keep. It is a Fel Reaver guardian. Since it is a rather simple fight (probably easier than High King Maulgar or Prince Malchezaar), it has earned the nicknames "Loot Reaver" and "lolcats Reaver". The only pre-condition is that the raid's total DPS be high enough to kill it prior to its enrage (after 10 minutes).
Abilities
Melee: 3000-4000 on tanks.
Pounding: 18 yard AoE around the Void Reaver, 3 sec channel, 1350-2250 arcane damage per sec (resistible), and 12 sec. cooldown.
Arcane Orb: 7000+ AoE with 6 sec silence, (resistible, binary), and 3 sec cooldown. Arcane Orb is fired at a random raid member at least 18 yards away from the Void Reaver and takes a few seconds to reach the place where the player was standing. Orbs may be fired at people below the minimum range if there are no other valid targets.
Knock Away: Single Target knock back vs. the highest aggro target, reduces aggro, and 30 sec cooldown. Can miss, be dodged, or parried to avoid the threat reduction.
Enrage: Wipes the raid after 10 minutes.
Cannot be taunted.
Immune to health-draining effects (e.g. Drain Life, Siphon Life, and Death Coil).
Immune to poisons and mana drain.
Not immune to bleed effects.
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Positioning
The melee group fights in the center of the room.
Ranged and healers stay in a wide circle around the boss, at the maximum range of their abilities, in order to maximize available space and travel time for the Arcane Orbs. Well-geared Resto Shaman can consider staying with the melee group - this means that they take Pounding damage too, but never have to interrupt their Chain Heal spam to evade Arcane Orbs. This tactic also works with a decently geared priest in the melee, as Prayer of Healing easily heals through the damage while conserving mana.
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Combat
The encounter does not have different stages and is exactly the same from 100% to 0%. All raid members should be kept as close to full HP as possible, to increase their chance to survive an Arcane Orb or Pounding.
Due to the aggro reduction caused by Knockback, the main tank eventually loses aggro, and a tank rotation should be set up to counter this. Three tanks are necessary, and four are sometimes used. Void Reaver is not tauntable.
If three, or even two tanks are unable to stay at the top of the threat list, or if you need more dps, one tank with a high level of avoidance (dodge and/or parry), in combination with hunter misdrects can essentially solo tank this fight. The aggro drop from knockback is roughly 10k to 12k threat, with a few misdirects and a extremely well geared tank, it can be done. Items like Moroes' Lucky Pocketwatch can aid in this.
Arcane Orb
The Arcane Orbs should be avoided by running away. Ranged players should never run towards the melee, as this may cause an Orb to hit the melee. The room is large, and the orbs relatively slow. Healers can stand with their backs to the Reaver, so that they can start running as soon as they see an incoming orb. Ranged dps should be spread out as much as possible for the entire fight, and at or near their maximum attack range.
Ranged dps should use their Maximum Camera Distance setting and look more up into the sky than is usual. Early accurate recognition of the threatening Orbs is important for this fight. Ranged dps may want to use, "strafe moving" to make it easier to watch for new Orbs while running from an existing Orb. Some ranged DPSers may want to equip their Violet Badge which gives a 13.5% chance to fully resist the Orb's binary spell damage. All players should have the buff, Mark of the Wild. Mage's Ice Block appears to effectively cancel an Orb's damage.
Note (1-28-2008): Currently the graphics do not match the explosion. The explosion will go off before the graphic "hits". It is best to begin moving within the first second, so as to be well out of range.
Starting with Patch 2.4.0 the Void Reaver stopped targeting a player before casting an Arcane Orb, so Add Ons such as Deadly Boss Mods or BigWigs did not warn players of incoming Orbs.[1]
As of Patch 2.4.3 there's now a combat log entry for cast orbs, the warnings from BigWigs work, and as of July 2008, Deadly Boss Mods was giving targeted players a warning.
Pounding
Void Reaver in combat.
The easiest solution is to have the melee group eat the Pounding damage and heal through it. Circle of Healing is very effective, however if you do not have a priest with this then a shaman with chain heal can sometimes fulfil this role. In order to make Chain Heal as effective as possible, the melee group should stay close together in this case. Rogues can use Cloak of Shadows right before VR starts Pounding to resist the arcane damage.
If the healers are not up to that challenge, it's possible to avoid the Pounding damage by running out of it. The Void Reavers hit box is nearly as large as the Pounding's AoE, stepping out of the damage doesn't cost that much DPS. The bigger problem is that they may be targeted by an Arcane Orb while outside the Pounding range. Therefore, the melee group should disperse when this tactic is used.
Aggro
Since the fight is on a 10 momente timer, all DPS classes need to maximize their damage output while paying attention to their aggro. Threat-reducing abilities such as Vanish, Soulshatter, Blessing of Salvation, Cower, Feign Death or Invisibility are invaluable. If Shamans are present in DPS groups, they should consider whether to drop a damage increasing Air Totem (like Windfury Totem, or Wrath of Air Totem), or a threat reducing Tranquil Air Totem. Shadow priests should refrain from using Vampiric Embrace to avoid healing based threat. This fight is like Broodlord - the more tanks the higher the threat that can be generated as every tank takes fewer knockbacks.
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Alternate Tactic
If the ranged DPS/Healers are having issues with avoiding the orbs, an alternate tactic is possible. It can done with 1 non-CoH Priest, 2 CoH Priests, 1 Resto Shaman, 2 Paladins and 1 Resto Druid, but it's easier with one more CoH-Priest or Resto Shaman. You also need at least 1, but preferably 2, classes that have an easy time moving at range.
The basic idea is that everyone, except the Hunters, run to the middle and park themselves under Void Reaver. The Hunters will stay at range and proceed to avoid Orbs like normal, though not really caring much about their DPS. When the Pounding hits the group, all AoE healers take care of the group while the Paladins heal the tanks, tossing other people heals should it be needed. This makes the fight even simpler, assuming people make sure they move if a Tank gets knocked back and VR follows and that tank and the Hunters/kiters don't get too close to melee, which will instantly lead to a wipe.
The advantages of this method are; DPSers don't have to move and can just continue nuking, and healers don't risk being out of range of the tanks. The cons are; Everyone takes more damage (though not terribly hard to heal through, especially not if everyone brings their Violet Badge) and if an orb for any reason hits the raid, it's likely to cause a wipe.
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Notes
A hunters pet with maxed arcane resistance can stay on the boss all the time and easily be healed with mend pet.
The fight can be reset by running out of the room.
About 8k DPS is required from the whole raid. Assuming 15 damage dealers this means each damage dealer needs to sustain 530 DPS over the whole fight.
Using the /script SetCVar ("cameraDistancemax" ,50) maximizes your camera distance beyond that of the default limit making the orbs much easier to see.
High Astromancer Solarian
Gender Female
Race Blood elf (Humanoid)
Character class Mage
Health 2,124,000
Mana 254,000
Affiliation Kael'thas Sunstrider
Occupation Guarding Tempest Keep
Location The Solarium, Tempest Keep
Status Killable
The Eye[show]
High Astromancer Solarian is the third boss of the Eye in Tempest Keep. She is a level ?? (boss) mage, but is attired in Voidheart Raiment, the Tier 4 armor for warlocks, (most likely due to the fact that she transforms into a giant Voidwalker towards the end of her fight.)
Non elite Adds (Agents):
30,000 Health
1500 damage on cloth
Elite Adds (Priests):
80,000 Health
300 damage on cloth
Abilities
Wrath of the Astromancer: Bomb-style Debuff placed on a random target
Arcane Missiles: 3 times 3000 arcane damage on random target, not interruptible
Blinding Light: 2500 arcane aoe damage to the whole raid. 20 second cooldown.
Every 50 seconds Solarian disappears, summons non-elite adds, and returns after 15 seconds with two elite priest adds.
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Raid composition and gear
Since most of the damage dealt to the raid is arcane, some arcane resistance will help. It's a good idea if everybody brings their Violet Badge. Players should not nerf themselves to obtain high amounts of resistance though.
Melee damage dealers are very effective because while Solarian is continuously spamming some spells, she can't dodge. During the adds phase, the tanks have to control 15 mobs, thus some solid AoE tanking is required. A good paladin tank can be quite valuable here.
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Phase One
During this phase, all ranged classes (healers and damage dealers) should stand close together on one spot. This makes it easier for people with the bomb debuff to get clear of everyone else, and AoE heals are more effective. During this phase and up until phase Three, she has no aggro table.
Wrath of the Astromancer
This is the main reason for wipes here. In irregular intervals, Solarian casts this debuff on a random raid member. The affected player immediately deals continuous AoE damage to others for 6 seconds, and then explodes. The AoE damage is a fixed amount, distributed evenly to all targets in range (thus if many raid members are close, they take only low damage). The explosion deals 5400-6600 arcane damage to everyone in a 10 yard radius, and throws everybody affected by it high enough into the air for about 90% falling damage. Upon landing, the person with the debuff is protected against falling damage, while everybody else is usually killed.
Raid members receiving the debuff must immediately get clear from all other raid members. This is the single most important formΔ of this fight. If people are slow in noticing they are the bomb, then the addon SolarianAlarm which turns the entire screen blue for those with the debuff, may be helpful.
Note: A Rogue's Cloak of Shadows and a Paladin's Divine Shield no longer trigger the explosion instantly, so using these abilities is now perfectly safe.
Arcane Missiles
Most of the time, Solarian busies herself with spamming Arcane Missiles. Since they deal a substantial amount of damage, it's important that healers react quickly when a raid member is about to receive it. 2-3 healers should be dedicated to the task of keeping the arcane missile targets up. They can set up a macro to cast a quick heal on Solarians current target. It's rather risky to use slow heals here.
Shamans should keep up four totems at all times, since the arcane missiles do target them, and pop Heroism/Bloodlust early.
example macro for paladins (just spam this when Solarian is casting missiles)
/target High Astromancer Solarian
/assist
/cast Flash of Light(rank7)
similar example macro for priests:
/target High Astromancer Solarian
/assist
/cast Flash Heal
or more elegantly formatted: (Solarian is target)
/target High Astromancer Solarian
/cast [help,nodead][target=targettarget,help,nodead] Flash of Light(rank 7)
or a focus version: (Solarian is focus, nice if you change targets frequently while healing group)
/focus High Astromancer Solarian
/cast [help,nodead][target=focustarget,help,nodead] Flash of Light(rank 7)
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Phase Two
Every 50 seconds, Solarian disappears and 12-15 non-elite adds spawn from three "light portals". After 15 seconds, she re-appears together with two elite priest adds, and Phase 1 starts again.
During the 15 seconds of phase 2, the whole raid should concentrate in the center of the room, and start all-out AoE. People need to be very quick here, because Solarian starts her usual phase 1 routine right after she reappears.
This need for high speed puts the AoE damage dealers at a high risk - they cannot allow a lot of time for the tanks to build aggro (but still need to do so, else they'll die right away).
After 15 seconds, Solarian and two priest adds spawn from the beams of light. It's possible to determine from which beam the boss spawns - it's the one which is exactly on the circular border, whereas the two other beams which are not exactly aligned with the border spawn priests.
The priest adds will begin casting either Holy Smite or a healing spell on themselves or Solarian. Two tank+rogue groups can split off on the priest adds and have the tank handle the damage from Holy Smites while the rogue uses Kick or Kidney Shot on any upcoming heals.
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Phase Three
When Solarians health hits 20%, the fight turns into a simple "tank and spank" style combat (even if only a few raid members are alive the fight is usually won at this stage). She turns into a massive armored voidwalker and stops all of her former attacks. In that form, she has substantially increased armor, an arcane bolt attack and fears people in melee range. This fear can be avoided by the usual measures (Fear Ward, stance dance, tremor totem).
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Notes
The boss can be reset by dragging her out of the room. Note that people may still be targeted by Wrath outside, which can potentially be a problem.
Kael'thas Sunstrider
This article is about the character biography. For information on how to defeat Kael'thas Sunstrider in World of Warcraft see Kael'thas Sunstrider (tactics). For Magisters' Terrace see Kael'thas Sunstrider (Magisters' Terrace tactics). Prince Kael'thas Sunstrider
Title The Sun King, Lord of the Blood Elves, Blood Mage Lord of the Blood Elves
Gender Male
Race Blood elf
Character class Blood mage (WC3); Wizard, Fighter (WCRPG); Mage, Warrior (WoWRPG)
Affiliation Burning Legion (currently)
Alliance of Lordaeron, Kingdom of Quel'Thalas, Kirin Tor, Illidan's forces (formerly)
Occupation Lord of the blood elves, Master of Tempest Keep, Uncrowned King of Quel'Thalas, Servant of Kil'jaeden
Location The Tempest Bridge, Tempest Keep or Grand Magister's Asylum, Magisters' Terrace
Status Deceased (lore); Killable (WoW)
Relative(s) Anasterian Sunstrider (father), Dath'Remar Sunstrider (ancestor)
Mentor(s) Kil'jaeden (current), Illidan Stormrage (former)
Companion(s) Al'ar (phoenix)
Alignment Chaotic neutralMoM 180
The last of the Sunstrider dynasty, Kael'thas Sunstrider (often shortened to Kael) was the Prince of Quel'Thalas and a senior member of the Kirin Tor of Dalaran. After the death of his father, King Anasterian Sunstrider, and the destruction of most of Quel'Thalas, Kael'thas led what remained of his people β first in the increasingly hostile Alliance, and then in the service of Illidan Stormrage β acting only for the benefit of his shattered homeland and its aggrieved people. Subsequent events led him to betray Illidan, his own people, and existence itself...giving himself willingly to the service of the Burning Legion and its lord, Kil'jaeden the Deceiver. After his attack against Silvermoon and the stealing of the naaru M'uru, Kael'thas became a reviled traitor. The Shattered Sun Offensive, an alliance of the Aldor and the Scryers, invaded the Isle of Quel'Danas, cornered Kael'thas in his last bastion, and finally destroyed him.
Abilities
Kael'thas, his advisors, and the phoenixes are immune to Taunt, Crowd Control and all snare or slow effects. The Weapons are susceptible to all of these effects.
The advisors enter Phase 1 with half of their natural HP. After they are resurrected for Phase 3 they are at full health.
Thaladred the Darkener
~560k health (~280k in P1)
Melee β 3-4k on plate plus 2.5k every tick for 12 seconds
Gaze β Fixes aggro to a random person in raid; 9 second cooldown
Psychic Blow β 4-5k damage plus knockback to his current target, 30 yard range
Silence β Silences anyone within 8 yards
Lord Sanguinar
~580k health (~290k in P1)
Melee β 3-4k on plate
Bellowing Roar β 35 yard AoE fear centered on himself, 1.5 second cast, no aggro reset
Grand Astromancer Capernian
~400k health (~200k in P1)
Fireball β 6-7k single-target fire damage
Conflagration β Randomly targets players within 30 yards; causes disorient effect with 600-900 damage per second plus 300 damage per second to all players within 8 yards of the debuffed player. Capernian will not attack players afflicted by conflagaration.
Arcane Explosion β 4.5k Arcane damage plus knockback and slow debuff; only used if players are in melee range
Master Engineer Telonicus
~550k health (~275k in P1)
Melee β ~5700 pre-mitigation
Bomb β 7-9k fire in a small AoE centered on current target's location, 1.5 second cast; not subject to miss or resistance; cast takes the place of a melee attack
Remote Toy β 60 sec debuff placed on a random player, periodically stuns the affected player for 4 seconds
Kael'thas Sunstrider
~3.6 million HP
Melee β ~4k on plate
Fireball β 2.5 sec cast, ~16-20k fire damage, interruptible
Flamestrike β 3 sec cast, ~120k AoE in a 6 yard radius plus 3k fire damage per second AoE for 8 sec in a 10 yard radius
Summon Phoenix β periodically summon a Phoenix
Arcane Disruption β 1750-2250 Arcane damage and a 10 second disorient to every raid member, 20 sec cooldown, can be removed with PvP Trinket
Shock Barrier β a shield which absorbs 80,000 damage, lasts 10 seconds and prevents spells from being interrupted
Phase 4 specific abilities:
Mind Control β Mind controls 2-3 people in the raid
Pyroblast β 4 sec cast, 45k-55k fire damage, interruptible, 60 sec cooldown; begins casting immediately after casting Shock Barrier
Phase 5 specific abilities:
Gravity Lapse β All members of raid are teleported to him and then swim in the air for 30 sec
Nether Beam β 1850-2150 arcane damage to a random target, jumps to nearby players, damage doubled for each jump (similar to C'Thuns eye beam)
Nether Vapor β Small black clouds floating in the air near Kael'thas. If touched they add a stacking debuff which reduces max health by 10% each time, stacking up to 9 times, to 90% reduction.
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Raid Composition
Main Tank
Fire Resist Tank (~150 for use as Conflag target during P1 and Phoenix tank in P4/5)
2 Off-Tanks
6-7 Healers
5-6 Melee
10-11 Ranged
This fight favors ranged damage dealers because there are mobs which are highly dangerous for melee (Thaladred and Capernian), and the Phoenix eggs are much easier killed by ranged (only 15 sec time to do 70k damage), melee lose too much time running to the egg.
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Phase 1: Introducing the Advisors
The raid can leisurely kill each advisor. To make phase 3 easier, each advisor should be killed in a pre-planned location.
The advisors engage in the following order:
Thaladred the Darkener fixes aggro on ("sets his gaze on" emote) a raid member at all times, and, for the duration of the gaze, walks toward that target, who must run away and thus kite him while ranged DPS attack Thaladred. For brief intervals between gazes, or if the gaze target dies, Thaladred may melee or follow the target with the most threat. Nobody should be closer than 10 yards when a gaze shift takes place.
Lord Sanguinar is a simple tank and spank boss, made interesting only by his fear ability (which no longer resets aggro).
Grand Astromancer Capernian casts Arcane Explosion if there are people in melee range, making this another ranged-only fight. Conflagrate must be avoided by everybody except her tanks. One possible setup is to have a fire resist tank stand rather close to her (about 15 yards, still outside Arcane Explosion range) to eat the conflagrations, while a Warlock kills her from 30 yards away. Such a setup needs two healers on the warlock, and one on the fire tank. Alternately, she can be tanked by two warlocks which take turns - when one is conflagrated, the other takes over. Warlocks tanking her must not have Nether Protection, or she closes range, melees and casts Arcane Explosion after one of her spells is resisted.
Master Engineer Telonicus is probably the least dangerous of the advisors. His Remote Toy debuff is potentially fatal if active on a tank during phase 2 (significantly hampering threat generation and making positioning difficult), so delay killing Telonicus until no tank has the debuff. In phase 3, the debuff is made irrelevant by the staff's anti-stun aura.
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Phase 2: The Weapons
Layout showing the spawn locations of all the weapons around Kael.
After all advisors are dead, Kael'thas summons his arsenal of seven legendary weapons. By killing and looting these weapons all raid members can equip themselves with legendary weapons for the rest of the fight (the weapons are multi-drop but unique; one player can theoretically pick up one copy of each). Killing the weapons is a mixture of AoE and focus fire. There should be an AoE kill zone, where most of the weapons are held, while the remaining DPS concentrate on one weapon after the other. Here's an overview of the weapons in a reasonable kill order:
[Netherstrand Longbow] ~210k HP
Has a Multi-Shot attack, drops aggro if any melee or pet attack it. Preferably tanked by a hunter facing it away from the raid to avoid Multi-Shot hitting others. This is the most dangerous weapon and should be killed first by all hunters and ranged DPS which do not take part in the AoE.
[Staff of Disintegration] ~170k HP
Low melee damage, attacks with Frostbolt and Frost Nova. It likes to cast a Frost Nova, run away 10-15 yards and then start to Frostbolt. It's a highly desirable item because its "use" ability grants immunity to the Remote Toy debuff, and it increases the damage output of casters. It also has low HP and dies faster than the other weapons.
[Cosmic Infuser] ~280k HP
Low melee damage. Heals itself and friendly targets, which must be interrupted. The melee damage dealers should control and kill this first.
[Infinity Blade] ~210k HP
Hits normal but attacks very fast. Has a Thrash ability (similar to Prince Malchezaar's phase 2 ability) that grants it two extra attacks.
[Warp Slicer] ~290k HP
Hits for 1-1.5K every 2s on plate. Applies a stacking Rend DoT. Each stack ticks for an additional 500 damage every 3s for 15s; the Rend attack that applies the DoT can miss, be dodged or parried.
[Devastation] ~230k HP
Frequently Whirlwinds, which one-shots any non-tanks. Must be tanked slightly away from the other weapons, near the edge or even outside the AoE zone. Not very useful for most raid members, therefore it's not a problem if it doesn't die quickly.
[Phaseshift Bulwark] ~290k HP
Does high damage. Has a "shield spike"-like ability which when activated can reflect a lot of damage to a fast attacking melee DPSer. Also has much higher HP and armor than the other weapons. The tanks can manage phase 3 without it, but they must absolutely have it to tank Kael'thas in phase 4.
Weapon tank list:
Main Tank: Axe [Devastation]
Main Tank: Sword [Warp Slicer] + Shield [Phaseshift Bulwark]
Offtank #1: Mace [Cosmic Infuser] + Dagger [Infinity Blade]
Offtank #2: Staff [Staff of Disintegration]
Hunter: Bow [Netherstrand Longbow]
The weapon corpses despawn after 60 seconds, and the looted weapons disappear 15 minutes after being looted. Players also lose them when releasing (after a death) or when the encounter is reset.
It's not a big problem to have two weapons alive (e.g. the [Phaseshift Bulwark] and [Devastation]) when phase 3 starts.
Alternative Strategy for Phase 2: Some guilds believe that managing to get all weapons down before phase 3 is the basis for a perfect Kael'Thas kill. Suggested raid composition for this is 3 tanks 6 healers and 16 DPS players. The DPS composition should conΘine at least 2 hunters, 3 mages and 3 warlocks.
As soon as the weapons spawn the main tank should grab the axe. The bow should be tanked by 2 hunters. The staff should be tanked by your off tank (A good position is behind Kael'Thas). A paladin tank can and should tank all the other weapons.
The Two hunters should be left alone to kill the bow. The mages and warlocks should start by nuking the axe. The Melee should take care of the staff very very fast. As soon as the staff is down the DPS you have assigned to the axe should change their focus to the group of weapons tanked by the protection paladin regardless if the axe is down or not (it will be finished later by the hunters). Additionally they should proceed in good order to loot the Staff one by one (if all of them rush to get it then the AoE on the group of weapons will be too low to take them down in time). At the same time the melee should focus on the cosmic infuser which will now be tanked by the tank that was on the staff (assign a rogue or two to stop it from healing).
As soon as the two hunters finish with the bow they should proceed to loot it and then finish off the axe (hence freeing the main tank for phase 3)
The AoE group should by now have started their AoE (with at least 40 seconds remaining). The moment the cosmic infuser comes down the tanking paladin should move a few yards back to allow the healers to loot easily at this point melee and the mace tank should nuke the shield.
The AoE should continue non stop with the addition that the mages and warlocks should now target the Phaseshift Bulwark (shield) and cast any instant spells they have (such as fire blast or a curse) so the can hasten the downing of the shield. Each time a weapon goes down the tankadin should move another 3 yards backwards to allow for easier loot.
The last two weapons that will go down are the Infinity blade and warp slicer (in that order). Two rogues and possibly a DPS warrior or an enhancement shaman should loot the infinity blade to use it in the mind controlled of the raid during phase 4.
If you have followed this tactic then the last weapon should go down just about the moment phase 3 starts. Such a smooth handling of weapons is the half of a very smooth performance in phase 3 and hence a very promising phase 4 and 5. _________________ Munca in echipa presupune in primul rand sa-ti pierzi jumatate din timp explicandu-le celorlalti de ce nu au dreptate! |
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