locationtwisting nether, netherstorm suggested level70 (25-man raid) enemy typeshumanoid,...
TRANSCRIPT
Location Twisting Nether, Netherstorm
Suggested Level 70 (25-man Raid)
Enemy Types Humanoid, Mechanical, Dragonhawk
Map of Tempest Keep: The Eye
Map Legend
E Entrance
1 Al’ar the Phoenix God
2 Void Reaver
3 High Astromancer Solarian
4 Kael’thas Sunstrider
E
2
1
4
3
Al’ar the Phoenix GodHP 3,035,200 Damage 11,789 – 16,669
Abilities
Flame Quils: Incinerates the upper platform in Al’ar’s chambers, dealing 6563 to 8437 damage per tick.
Flame Buffet: Deals 1750 to 2250 damage to all enemy targets in Al’ar’s chamber and increases fire damage taken by 10% for 10secs. This ability is only used when no one is in melee range.
Rebirth: Deals 4375 to 5625 damage and heals Al’ar to full health. This signals the start of Phase 2. Note: Al’ar uses rebirth again later in the fight, but later uses do not heal him
Flame Patch: Deals 2188 to 2812 Fire Damage and increases Fire damage taken by 20% for 20 secs.
Meteor: Deals 5700 to 6300 fire damage to all targets in 10 yards AoE
Charge : Inflicts 4500 to 5500 fire damage and stuns for 3secs
Melt Armour: Reduces armour by 80% for 1 minute
OverviewOkies, Fight consists of two different stages, both in which the tanks play the key role (I blame Bod) and bear most of the responsibility for success or failure. During first stage Al’ar flies around the room summoning Embers of Al’ar until he is defeated. The phoenix will then rise from his ashes, starting second stage, during which it uses a completely different set of abilities while being tanked on the ground floor.
Al’ar the Phoenix GodThe PullBefore Pulling Al’ar, tanks must be in position on the platforms on the top level of the room. Al’ar can be engaged by anyone but will always fly to the Western most side of room first.
Strategy
Phase 1 - Starting at western platform after the pull, Al’ar will periodically switch to the next platform in a clockwise direction. Unless Al’ar has a target in melee range to attack, she will perform her Wing Buffet ability. This is why a tank must always wait for her at platform she is to fly to. Ranged are in no threat as Al’ar ignores all ranged targets standing on lower level. Healers should also be here and tanks need to be right on edge of platform to receive heals.
Once reached 4th platform – Al’ar returns to 1st one. During platform transitions Al’ar summons Embers of Alar which once killed explode so should be tanked away from group once down to around 15%. Rinse, repeat until Al’ar is dead.
Phase 2 – Al’ar will then rise from her ashes and two Tanks then to control Al’ar due to the Melt Armour debuff. Also of note at this stage is the Enrage timer of 10 mins.
Void ReaverHP 4,552,500 Damage 8,866 –
12,522
Abilities
Pounding : Damages all in an 18 yard radius 1350 to 2250 Arcane damage.
Arcane Orb : Deals 4675 to 6325 Arcane damage to all targets in a 20 yard radius and silences them for 6 secs.
Berserk : Increases attack speed by 150% and damage by 500%
OverviewA one stage fight, using same abilities all way through. Not melee friendly due to the aoe damage he puts out. Ranged are at risk due to his Arcane Orb attack which can inflict up to 6,000 damage to players in 20 yard radius and temp silences casters.
His single target knockback ability reduces the threat of his current target, often resulting in aggro changing to secondary tank. Again 10 minute enrage timer.
Void Reaver
Strategy
Seems pretty much a tank and spank encounter.
Ranged need to move away when Arcane Orbs head their way to a safe distance of around 20+ yards to prevent damage and silence.
High Astromancer SolarianHP 3,035,000 Damage 6,156 – 8,696
Abilities
Blinding Light : Inflicts 2280 – 2520 Arcane Damage
Mark of Solarian : Reduces Arcane Resistance by 15 for 2mins
Wrath of the Astromancer : Causes target to harm nearby allies for 5400 – 6600 Arcane Damage after 6 secs.
Arcane Missiles : Inflicts 3000 Arcane Damage
Summon Adds : Summons several Minions
Solarian Transform : Transforms Solarian into Void Lord
Void Bolt : Inflicts 4394 – 5106 damage. Used after transforming
Psychic Scream : Causes up to 5 creatures to run in fear for 4secs. Used after transforming
Overview3 Stages – But one of the shortest fastest paced encounters in BC seemingly. Whether win or lose it is over well within 10 mins.
Stage 1 – Raid takes vast amounts of arcane damage
Stage 2 – 2 Solarium Priests + 12 Agents before boss returns. At 20% = Stage 3
Stage 3 – Turns into Void Lord and deals shadow-based spells until dead
High Astromancer Solarian
Strategy
After engaged there is a 50 second window for pure DPS. Aggro is not a concern at this stage, before Solarian disappears she casts 2280 – 2520 Arcane damage to everyone.
Every so often she casts Wrath of the Astroomancer on a random player, the affected player must run away from raid (pretty much like XT’s Gravity Bomb or Light Well) as the explosion after 6secs deals massive arcane damage.
After 50 secs, she vanishes and opens 3 portals in which a dozen agents and 2 priests appear….they deal little damage and do not need to be tanked. The agents should be dead before the priests spawn. All should be killed before DPS on Solarian resumes.
Three or four transitions later the boss should be around the 20% mark – Solarian then transforms into a void walker and attacks her primary target with Void Bolt. She also uses Psychic Scream to fear up to 5 players. Fear Ward on Main Tank and all other fear breaking trinkets/abilities help.
Kael’thas SunstriderHP 3,642,00
0Damage 11,082 – 156,533
Resurrection : Resurrects all four of his guardians. This signals start of Phase 3
Phoenix : Summons a Phoenix
Mind Control : Takes control of a target, increasing the Target’s damage by 100%, movements speed by 50% and healing done by 100%
Shock Barrier : Absorbs 80,000 damage and makes caster immune to spell interruption
Abilities Pyroblast : Inflicts 45k to 55k Fire damage. Interruptible. Used while boss is under effects of Shock Barrier
Fireball : Inflicts 18k to 22k Fire Damage
Arcane Disruption : Disorientates all enemies within chamber and deals them 1750 to 2250 Arcane damage
Gravity Lapse : Knocks target into air and prevents target from landing
Nether Vapor : Decreases total health by 10% and deals 875 to 1125 Shadow damage within 8yrds of boss during a Gravity Lapse
Nether Beam : Deals 1850 to 2150 Arcane damage to the first target and jumps to nearby targets with increasing damage
Flamestrike : Burns all enemies in a selected area for 115625 to 134375 fire damage and inflicts 3000 additional fire damage every 1 sec for 8 secs
Kael’thas Sunstrider
Overview
5 Stage Encounter that usually takes in excess of 20 mins to complete. The stages are intertwined, and how well raid performs during one stage usually influences the next one.
1st Phase – Face the four advisors one-by-one. After the death of the fourth advisor, Kael’thas summons his legendary weapons. As they are killed, players can loot them and use them for the remainder of the encounter.
The start of Phase 3 is timed, and Kael’thas will resurrect his advisors. The raid now faces all of them at same time with the weapons that are left from previous stage
Phase 4 – Kael’thas finally enters the battle, joining any advisors that are still alive. He uses Fireball and Pyroblast on the Main Tank and summons a Phoenix add to help him in battle.
Phase 5 – Starts when Kael’thas reaches the 50% mark. He flies into the air, periodically removes gravity in the room sending players floating through the air, while continuing to attack the main tank and summoning phoenixes.
Kael’thas SunstriderThaldared the DarkenerAlthought having an aggro table, he selects a target at random via Gaze and relentlessly follows for 12secs, then picks another target and does the same. A melee hit from him will kill most non-plate wearers but he can be easily avoided as he moves slower than players run speed. He sometimes hits his target with a Psychic Blow which makes it less likely that he will actually melee his target. On plate he deals around 4k damage and leaves a rend effect that does 2.5k damage every 2 secs for 12secs.
He also silences casters in his vicinity.
Lord SanguinarPicked up and tanked normally. He hits tanks for around 4k every hit. His only noteworthy ability is Bellowing Roar, an AoE fear which sends all targets for 35yrds. Occurs every 30secs
Kael’thas SunstriderGrand Astromancer CapernianOne of the most dangerous advisors. She attacks primary target with powerful Fireball, while periodically Confragulating a random target – does 9k fire damage over 10secs and sends them into state of panic. While player is affected, nearby players are scorched too.
More importantly, the initail effect of Confragulation will be applied to all players in 8yrd range of main target.
Cannot be controlled by a classic tank or attacked from melee range as uses Arcane Burst ability, which will hit targets in a 10yrs range for 4k arcane damage and knocks them away.
Master Engineer TelonicusFinal Advisor, which can be tanked normally. In addition to his melee attack he throws bombs at primary target, which do splash damage around it. Melee classes should stay away from the Telonicus’ tank. Every 15secs he places a debuff called Remote Toy on a random target in raid. This lasts for a minute in which the target is periodically stunned
Kael’thas SunstriderStrategy – Stage 1
Raid fights advisors one – by – one.
If possible kill Thaldred in south side of room as this is where he will be rez’d in Phase 3
Pull Lord Sanguinar to a corner, while giving tank fear ward or tremor totem to negate Fear. Ranged DPS can kill him while staying outwith fear range. Killing him in the corner ensures that when rez’d his fear affects minimal people.
Capernian ideally to be tanked by a warlock using Fire resistant gear or soul link talent. Likewise try to kill as close to South edge as possible.
Telonicus while raid fights him casters should try to get as much mana back as possible. Do not kill Telonicus if an essential raid member is affected by Remote Toy as once Telonicus is defeated, after short break Stage 2 begins.
Kael’thas Sunstrider
Map Legend
E Engineer Telonicus
T Thaladred
C Capernian
S Sanguinan
C
E
T
S
Suggested Tanking Positions
Kael’thas SunstriderStage 2 -The Legendary Arsenal
STAFF OF DISINTEGRATION
2h/staff 131 – 310 damage, +75 Int
Equip: +75 Spell Crit, +325 damage and healing, +1125 AP for druids
Use: Places Shield for 30yards preventing stun, silence and disorient
COSMIC INFUSER
Main Hand / Mace
14 – 221 Damage, +40 Sta, +40 Int, +40 Spi
Equip : +30 mp5, +600 Healing, Target receives reduced damage taken by fire and shadow by 50% for 30secs
PHASESHIFT BULWARK
Shield 7313 Armour, 208 Block, +40 Sta
Equip: +40 Defense
Use: Shields user, absorbing 100k damage and making user immune to fear and snare effect for 4 secs
Devastation 2h/Axe 496 – 744 damage, +75 Stamina
Equip: +50 Crit, +150 AP
Chance on hit: +50% movement speed & 20% attack speed for 30secs
DEVASTATION – a 2h axe that hits plate for 4kAnd has a whirlwind ability that does 5k to tanks.
STAFF OF DISINTEGRATION – Launches frostbolts unless Interrupted.
COSMIC INFUSER – low melee damage but casts instantHoly nova healing other weapons and a long chanelled healCan be interrupted.
PHASESHIFT BULWARK – Casuses damage to meleeAttackers. Also can shield bash.
Kael’thas SunstriderThe Legendary Arsenal
INFINITY BLADES 1h / dagger
171 – 385 damage, +35 Sta
Equip: +25 Crit, +70 AP
Use: +5% Magical damage to target, dispels a special magical effect stacks up to 5 times, 30sec duration.
NETHERSTRAND LONGBOW
Bow 256 - 385 Damage, +20 Sta, Class: Hunter
Equip : +50 Crit, +70 AP, +50% Ranged Crit
Use: Summon bundle netherspikes for ammo
Chance on hit: +5% target physical damage taken, stacks up to 5 times lasts 30secs
WARP SLICER
1h/Sword 248 - 461 damage, +35 Stamina
Equip: +25 Crit, +70 AP
Chance on hit: +50% movement speed & 20% attack speed for 30secs
WARP SLICER – 1h Sword, good amount of damageStacking Rend, 500 damage per 3secs.
INFINITY BLADES – Pair Daggers, good amount damage
NETHERSTRAND LONGBOW – Bow, shoots both physicalAnd arcane arrows. Occasionally uses multi shot hitting multiPlayers. Also can teleport short distance.
Kael’thas Sunstrider
Weapon Tank WhyDevastation Tank Due to Whirlwind ability
Netherstrand Longbow Hunter Build Aggro easy even if teleports
Cosmic Infuser DPS Plate Due to low output damage
Staff of Disintegration Mage Casts counterspell
Kael’thas Sunstrider
Strategy – Stage 3Speed and Efficiency
As 3 minutes later whether raid is ready or not, Kael’thas attacks raid. Most effiecient is having Rogues attack Telonicus, while hunter uses bow which increases melee damage taken to him.
One of tanks using legenadary dagger can attack Thaladred which increases magical damage taken and is attacked by all caster classes.
Another tank using Legendary shield and Berserker rage to avoid Sanguinar’s Bellowing roar to keep hiim controlled in same position where he was tanked in phase 1 with aid of healer.
Only one healer for warlock tank due to mace’s buff that reduces fire damage taken by ‘lock. Legendary staff will completely cancel out confusing effects of Capernians’ Conflagulation.
With Thaladred and Telonicus dead, raid switches attention to Sanguinar. Once defeated melee classes to Kael’thas whilst ranged finishes off Capernian.
Kael’thas SunstriderStrategy – Stage 4
When engaged he attacks main target with Fireballs that deal exess of 20k, this is reduced in half if tank has been given buff by the legendary mace. These fireballs can also be interrupted. Which is priority for Warriors, rogues and any other interrupting classes.
Kael’thas also uses Arcane Disruption,if the Main tanks becomes disorientated then the raid almost inevitably wipe, so it is imperative that the aura from the legendary staff at all times.
Easy to avoid is Kael’s Flamestrike. A large visual effect will mark the area where it will be cast, and players should move out of it. It also has a residual affect in the area for few seconds after its cast.
Kael also periodically Mind Controls several players, which can be dispelled by those using the legendary daggers.
1min after engaged and every 1min after that Kael shields himself with a Shock Barrier which absorbs 80k. While shielded Kael’s spells cannot be interrupted. He then casts three powerful Pyroblasts on main tank. With 4 second cast time the base damage of each is 45k – 55k. Even with this halved using Legendary staff. With all raid focussed on taking down the shield the main tank can use the legendary shield to absorb the first of the 3 Blasts. (Ret- Hopefully shield would be down after first one)
After pyroblast sequence has been interrupted he summon a Phoenix to help in battle. He will do so every minute. Once killed the Phoenix spawns an egg which must be destroyed else the Phoenix arises once again. All dps goes from Kaels’ shield to the egg. Repeating this to get Kael down to 50% then begins Phase 5.
Kael’thas SunstriderStrategy – Stage 5
If made to this stage then Kael shouldn’t pose too much of a problem. He introduces a few new abilities but as long as cool head is kept wont cause serious problem.
Kael’thas starts by teleporting all players close to him and casting Gravity Lapse. This spell effectively removes all gravity from the room causing players to fly. He then starts attacking players with his Nether Beam, which only deals 1850 – 2150 damage but jumps from person to person if they stand to close to each other. Therefore immediately after Gravity Lapse players must fly away from each other to avoid the chaining of Nether Beam also at same time it is recommended to fly closer to ground to avoid falling damage once gravity is reinstated.
During this stage, Kael will continue to use most of his stage 4 abilities, like fireball, Arcane Disruption, and Shock Barrier. He also continues to summon phoenixes. All these are dealt with exactly like previous stage.
Additionally, Kael’thas will summon a number of Nether Vapor clouds, usually close to him. Standing in these clouds only inflicts a small amount of damage, but reduces the max hitpoints on affected players by 10% per stack, float away to remove debuff.