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		<title>Felmyst</title>
		<link>http://www.wowction.com/2010/07/28/felmyst/</link>
		<comments>http://www.wowction.com/2010/07/28/felmyst/#comments</comments>
		<pubDate>Wed, 28 Jul 2010 03:09:08 +0000</pubDate>
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				<category><![CDATA[Burning Crusade]]></category>
		<category><![CDATA[Guides]]></category>
		<category><![CDATA[Raids]]></category>
		<category><![CDATA[About]]></category>
		<category><![CDATA[air phase]]></category>
		<category><![CDATA[Aura]]></category>
		<category><![CDATA[Blue]]></category>
		<category><![CDATA[blue dragon]]></category>
		<category><![CDATA[boss]]></category>
		<category><![CDATA[Death]]></category>
		<category><![CDATA[Deep Breaths]]></category>
		<category><![CDATA[DPS]]></category>
		<category><![CDATA[dragon]]></category>
		<category><![CDATA[Felmyst]]></category>
		<category><![CDATA[Felmyst drops]]></category>
		<category><![CDATA[first]]></category>
		<category><![CDATA[From]]></category>
		<category><![CDATA[Frost]]></category>
		<category><![CDATA[gear]]></category>
		<category><![CDATA[healers]]></category>
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		<category><![CDATA[Parry]]></category>
		<category><![CDATA[patch]]></category>
		<category><![CDATA[patch 3.1.0]]></category>
		<category><![CDATA[phase 2]]></category>
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		<category><![CDATA[strategy]]></category>
		<category><![CDATA[Summon]]></category>
		<category><![CDATA[Sunwell]]></category>
		<category><![CDATA[Sunwell Plateau]]></category>
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		<category><![CDATA[tanking]]></category>
		<category><![CDATA[tanks]]></category>
		<category><![CDATA[Target]]></category>
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		<description><![CDATA[Felmyst is a fel dragon and the third boss of the Sunwell Plateau raid. She is raised from the corpse of the blue dragon Madrigosa when the blood of the slain pit lord Brutallus seeps into the ground and flows beneath her body. Felmyst is the final boss encounter before reaching Agamath, the First Gate. [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Felmyst</strong> is a fel dragon and the third boss of the <a href="http://www.wowction.com/tag/sunwell-plateau/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Sunwell Plateau">Sunwell Plateau</a> raid. She is raised from the corpse of the <a href="http://www.wowction.com/tag/blue-dragon/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with blue dragon">blue dragon</a> Madrigosa when the blood of the slain pit lord Brutallus seeps into the ground and flows beneath her body. Felmyst is the final boss encounter before reaching Agamath, the First Gate. Felmyst drops the last of the 8 tier 6 tokens.</p>

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<h2 id="tips">Tips</h2>
<ul>
<li>
<div>This encounter bears a  number of similarities to Nightbane. Felmyst will alternate between  fighting on the ground and attacking from the air, and the raid must  properly transition between these phases.</div>
</li>
<li>
<div>The main tank should wear a good amount of nature resistance gear to help avoid the corrosion debuff.</div>
</li>
<li>
<div>Priests should be quick to use mass dispel to remove the gas nova debuff as otherwise mana users will quickly be out of mana.</div>
</li>
<li>
<div>Raid members must pay close attention to where the vapors are as getting caught in their debuffs can quickly cause wipes.</div>
</li>
<li>
<div>As  with Nightbane proper management of the skeleton adds is very  important. Paladins should be particularly useful for this task.</div>
</li>
</ul>
<p><span id="more-2355"></span></p>
<h2>Abilities</h2>
<ul>
<li>Immune to taunt</li>
<li><strong>Melee</strong> &#8211; Unconfirmed.</li>
<li><strong>Cleave</strong> &#8211; 6,000-8,000 Physical damage.</li>
<li><strong>Corrosion</strong> &#8211; 9425-10575 Nature damage. Increases physical damage taken by 100% on  the tank. .75 second cast with 10 second duration. Cannot be spell  reflected.</li>
<li><strong>Gas Nova</strong> &#8211; Area-of-Effect spell dealing 1885 to 2115 Nature damage and draining  3000 health and 1000 mana every 2 seconds for 30 secs to everyone in a  50 yard diameter. Dispellable. Should be removed with Priests&#8217; Mass Dispel.</li>
<li><strong>Noxious Fumes</strong> &#8211; Aura type spell. does 1000 nature damage every 3 seconds within 100 yards of boss. Not resistible.</li>
<li><strong>Encapsulate</strong> &#8211; Lifts a random player into the air and does 5 ticks of 3500 Arcane damage to them and everyone within 20 yards.</li>
<li><strong>Demonic Vapor</strong> &#8211; Breath ability cast in flight phase, similar to Nightbane in  Karazhan. She will use it twice per air phase. Deals 4000 nature damage  when it hits, summoning skeletons and leaving a trail which, if you step  in it, does 2000 nature damage per second for 10 seconds and summons  more skeletons.</li>
<li><strong>Fog of Corruption</strong> &#8211; Area-of-Effect spell. Mind controls players inside it for duration of  the battle. Big coverage and can cover a random 1/3 of the area.  Characters afflicted by this debuff should be killed as quickly as  possible because it also increases run speed, damage and healing. Once  everyone is dead or mind-controlled Felmyst will temporarily despawn,  and everyone mind-controlled will be killed instantly, so that the  encounter can be reset. If a wipe is called during the air phase then  you can deliberately enter the cloud so as to avoid repair costs from  dying.</li>
<li><strong>Berserk</strong> &#8211; After 10 minutes; all damage dealt is increased by 500%. Attack speed increased by 150%.</li>
</ul>
<h2>Strategy</h2>
<p>Even though the majority of raidwide damage Felmyst does is nature  based the resistance that will help you most (and one you should use at  least while learning) is Arcane. The incoming Nature damage is low and  predictable. The Encapsulate damage (which is Arcane based) is rapid,  random and affected by normal resistance rules. For that reason, during  the learning, everyone should use their Violet Badge and plenty of Major Arcane Protection Potion.</p>
<dl>
<dt>Ground Phase </dt>
</dl>
<p>Separate your raid into three groups, each comprised of no more than  10 people (so as to benefit from Mass-Dispel). The most common tactic is  keeping a melee group directly behind Felmyst, and ranged groups on  either side. There is no tail swipe, nor cone-breath, but she does  cleave, so make sure no-one but the tank is in front of her. The  Corrosion ability cannot be resisted and must be healed through. During  that time the tank should also watch his own HP very closely, and stop  attacking if his health ever drops under 50% &#8211; to avoid getting killed  by Parry hasten. Everyone should stay a little apart to spread out  quickly if anyone nearby gets the Encapsulate, but not too spread out so  they can receive Mass Dispel to negate Gas Nova. The Noxious Fumes,  like most aura-type spells, should simply be healed through.</p>
<dl>
<dt>Flight Phase </dt>
</dl>
<p>During this phase Felmyst still can &#8211; and should &#8211; be attacked. For  the first few seconds, while she&#8217;s taking off your main tank can keep  building aggro. Once she is in the air, only ranged attacks are possible  &#8211; so all ranged DPS should be ready to use Soulshatter, Invisibility, Feign Death or any other aggro-dropping ability as soon as Felmyst lands again, if they are above the tank. Hand of Protection may also be used, provided that the ranged DPS character will be below 130% of the main-tank&#8217;s threat, once it expires.<br />
Felmyst will use her first aerial-ability roughly 5 seconds after  leaving melee range; the Demonic Vapor. She will <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> a random player  for a couple seconds, then cast it under them. The spell follows that  player for about ten seconds, leaving the DoT trail and summoning  skeletons soon after. Stepping in the trail is not only lethal but will  also summon more skeletons, which will likely overwhelm and wipe the  raid. Best way to counter this ability is spreading out until second use  &#8211; and starting to kite the beam away as soon as it&#8217;s used. The safe  spot for tanking skeletons and moving during Deep Breaths should be  assigned &#8211; and until second Demonic Vapor starts no-one should move near  it. The area around huge crate directly south from the dead tree is a  good place for that. The adds spawned by the Vapor are perfectly  tankable by a protection <a href="http://www.wowction.com/tag/paladin/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with paladin">paladin</a>. Slowing effects like the hunters&#8217; Frost Trap are recommended in either case. This spell is cast twice, with the second cast right after the first ends.</p>
<p>Following the two Demonic Vapor attacks, Felmyst emotes a raid  warning and flies over the stage casting her Fog of Corruption attack,  covering a third of the stage with a lime-green cloud. Anyone caught in  the cloud will be mind-controlled until they are killed. If your raid  group tanks Felmyst on an edge of the stage, the cloud can be avoided  easily while you continue clearing the skeleton waves. After three  breaths Felmyst will land and return to the Ground Phase.</p>
<p>Rinse and Repeat. You have 10 minutes. A well-geared group can down the boss before a third flight phase.</p>
<h2>At level 80</h2>
<p>Ideal Raid Composition: 4 healers (2 priests), 2 tanks, 19 dps</p>
<dl>
<dt>Strategy</dt>
<dd> </dd>
</dl>
<p>At level 80, Felmyst is still a technical fight and is the biggest  hurdle a raid attempting <a href="http://www.wowction.com/tag/sunwell-plateau/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Sunwell Plateau">Sunwell Plateau</a> will face. The easiest way to  deal with this fight is to burn Felmyst down (preferably to 1%) during  phase 1, properly deal with phase 2, and finish her off when she lands  again (phase 1). If your raid group has very high dps output, it is  possible to kill Felmyst before she takes off the ground (phase 2).  Below is a breakdown of each phase.</p>
<p>Preparation: Before the fight, clarify each of the three &#8220;safe&#8221;  zones where people should run during Phase 2. The safe zones are behind  the tree, in the middle (where the ground slopes down) and all the way  down by the river that is on <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a>. Assign a spotter to call out where  she will breathe in Phase 2.</p>
<p>Phase 1 (ground phase) is for the most part a tank and spank with a few noteworthy exceptions:</p>
<ol>
<li>She is immune to taunt and the raid should be aware of this when attempting the burn strategy outlined above.</li>
<li>Everyone but the tank needs to avoid her frontal cone as she  cleaves and casts Corrosion in this direction. However, melee and ranged  should stay group together for ease of mass dispels.</li>
<li>Priests need to be ready to use their mass dispel IMMEDIATELY  for Gas Nova, as it will still wipe a level 80 raid if not dispelled.</li>
<li>Encapsulate should be healed though.  Don&#8217;t bother running out, continue to burn her down.</li>
<li>You have approximately 60 seconds to dps close to 4.9 million  hp (down to 1% health) before she takes to the air (phase 2).  Not  taking healers or tanks into consideration, each dps would have to do  close to 4000 damage per second to achieve this.  However this number  can be lower considering DoTs and ranged abilities which are still  effective in phase 2.</li>
</ol>
<p>Phase 2 (flight phase) begins 60 seconds after phase 1 (ground  phase).  During this phase Felmyst flies around and casts two abilities:</p>
<ol>
<li>Demonic Vapor (cast twice in a row) &#8211; &#8220;Stay out of the <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a>&#8221;  applies here as it will do 2k per tick if you step into it. This ability  will also summon skeletons similar to Nightbane in Karazhan. Tanks need to pick these up and they need to be aoe&#8217;d immediately.</li>
<li>Fog of Corruption (cast three times in a row after the second  Demonic Vapor) &#8211; This ability (which is emoted before being cast as a  warning) will cover approximately 1/3rd of the encounter&#8217;s area with a  green cloud. Anyone touched by this cloud will be instantly mind  controlled and must be crowd controlled (or killed) immediately. FoC can  be avoided by spotting Felmyst&#8217;s position in the sky and shifting the  entire raid either south or north of her position (relative to the  ground). This spotting is exactly like spotting Onyxia&#8217;s Deep Breaths.  Marking an experienced raid member with a raid icon and having the raid  follow him/her is a good option to consider here. Felmyst will land  after this ability is cast a third time.</li>
<li>Once Felmyst lands for a second phase 1, assuming the majority  of the raid has survived phase 2 (still by far the hardest part for a  pick-up-group), there should be little work left to finish her off and  ensure a successful kill.</li>
</ol>
<p><em>Notes: Any raid member who is killed after being mind controlled  by Felmyst&#8217;s Fog of Corruption will not take any durability damage and  should not worry about a big repair cost if the raid has wiped this way  multiple times.</em></p>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: ??</div>
</li>
<li>
<div>Classification: Boss</div>
</li>
<li>
<div>React: A H</div>
</li>
<li>
<div>Health: 4,903,346</div>
</li>
<li>
<div>Mana: 3,387</div>
</li>
<li>
<div>Added in patch 2.4.0</div>
</li>
<li>
<div>Last seen in patch 3.1.0</div>
</li>
</ul>
</div>


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		<title>M&#8217;uru</title>
		<link>http://www.wowction.com/2010/07/27/muru/</link>
		<comments>http://www.wowction.com/2010/07/27/muru/#comments</comments>
		<pubDate>Wed, 28 Jul 2010 02:52:18 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.wowction.com/?p=2344</guid>
		<description><![CDATA[M&#8217;uru is a fallen naaru and former guardian of Tempest Keep. He was captured by Kael&#8217;thas&#8217; blood elves and taken to Silvermoon City. After his defeat in Tempest Keep, Kael&#8217;thas and his felblood minions captured M&#8217;uru from Silvermoon and took him to the Sunwell Plateau, presumably to drain his power and aid in the summoning [...]]]></description>
			<content:encoded><![CDATA[<p><strong>M&#8217;uru</strong> is a fallen naaru and former guardian of Tempest Keep. He was captured by Kael&#8217;thas&#8217; blood elves and taken to Silvermoon City. After his defeat in Tempest Keep, Kael&#8217;thas and his felblood minions captured M&#8217;uru from Silvermoon and took him to the <a href="http://www.wowction.com/tag/sunwell-plateau/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Sunwell Plateau">Sunwell Plateau</a>, presumably to drain his power and aid in the summoning of Kil&#8217;jaeden. He thus represents the fifth encounter of the instance.</p>

<a href='http://www.wowction.com/2010/07/27/muru/muru-wow-4/' title='M&#039;uru was the sole naaru guardian of Tempest Keep'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/muru-wow-4-150x150.jpg" class="attachment-thumbnail" alt="M&#039;uru was the sole naaru guardian of Tempest Keep" title="M&#039;uru was the sole naaru guardian of Tempest Keep" /></a>
<a href='http://www.wowction.com/2010/07/27/muru/muru-wow/' title='M&#039;uru was the sole naaru guardian of Tempest Keep'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/muru-wow-150x150.jpg" class="attachment-thumbnail" alt="M&#039;uru was the sole naaru guardian of Tempest Keep" title="M&#039;uru was the sole naaru guardian of Tempest Keep" /></a>
<a href='http://www.wowction.com/2010/07/27/muru/muru-wow-2/' title='M&#039;uru was the sole naaru guardian of Tempest Keep'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/muru-wow-2-150x150.jpg" class="attachment-thumbnail" alt="M&#039;uru was the sole naaru guardian of Tempest Keep" title="M&#039;uru was the sole naaru guardian of Tempest Keep" /></a>
<a href='http://www.wowction.com/2010/07/27/muru/muru-wow-3/' title='M&#039;uru was the sole naaru guardian of Tempest Keep'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/muru-wow-3-150x150.jpg" class="attachment-thumbnail" alt="M&#039;uru was the sole naaru guardian of Tempest Keep" title="M&#039;uru was the sole naaru guardian of Tempest Keep" /></a>

<h2>Possible origins of name</h2>
<p>M&#8217;uru&#8217;s name is possibly derived from the early writings of Tolkien.   In some early drafts, the evil spider goddess Ungoliant was called Múru  in the Quenya language.  (Many see this as a pretty unlikely  connection, a coincidence at best.)</p>
<p><span id="more-2344"></span></p>
<h3 id="tips">Tips</h3>
<ul>
<li>
<div>This encounter involves considerable shadow damage, thus shadow resistance gear may be necessary.</div>
</li>
<li>
<div>Protection paladins make formidable tanks for the various shadow beings summoned during the fight.</div>
</li>
<li>
<div>Area of effect healing spells are a powerful asset. Restoration shamans are an excellent choice for healing this encounter.</div>
</li>
</ul>
<p>As of patch 2.4, <strong>M&#8217;uru</strong> is missing from his location beneath the Blood Knight headquarters in Silvermoon&#8217;s Farstriders&#8217; Square, having been captured by Kael&#8217;thas and brought to the <a href="http://www.wowction.com/tag/sunwell-plateau/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Sunwell Plateau">Sunwell Plateau</a>. Magister Astalor Bloodsworn curses Kael&#8217;thas and his felbloods for their treachery, commenting that Lady Liadrin is looking for another source to power the Blood Knights&#8217; magic.</p>
<p>M&#8217;uru is located behind Rohendor, the Second Gate and ahead of Archonisus,  the Final Gate, placing it as the fifth boss encounter of the instance.  M&#8217;uru was made accessible at the same time across all servers five  weeks (29 April, 2008) after the opening of Rohendor, the Second Gate. The removed quest Rohendor, the Second Gate warns that M&#8217;uru is now a &#8220;twisted reflection of its former self&#8221;.</p>
<h2>Abilities</h2>
<p><a id="M.27uru" rel="nofollow" name="M.27uru"></a></p>
<h3>M&#8217;uru</h3>
<ul>
<li> Negative Energy: A black beam used on 4-5 random targets every  second throughout the fight. This does ~940-1060 unresistible Shadow  damage.</li>
</ul>
<ul>
<li> Summons 2 Shadowsword Berserker:  Run very fast, can be crowd controlled. Dual Wielders, hit for 3.5k  with Main Hand, 1.5 with Off Hand. Has buff called Flurry in which  attack speed increased is by 100%, movement speed increased is by 100%  for 6 sec. 124k HP.</li>
</ul>
<ul>
<li> Summons 1 Shadowsword Fury Mage:  Run very fast, can be crowd controlled. Fel Fireball (2 sec cast) deals  4250 to 5750 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage (resistible.)  Also melees for 3-4k damage.  Has a buff called Spell Fury which can be spell stolen. Spell Fury  causes spells cast to be instant, increase magic damage by 50% and make  them unable to move. 104k HP.</li>
</ul>
<p>These spawn 1 Mage and 2 Berserkers at both sides every 60 seconds.  That is 6 Humanoid adds every minute. The Humanoid adds spawn from the  corridor behind M&#8217;uru, and the ramp/doorway from which you enter,  running towards the center.</p>
<ul>
<li> Summon Void Sentinel: Summons a large Voidwalker that hits very hard, roughly 8-10k melee on tanks (~25k unmitigated). 70k HP.
<ul>
<li> Shadow Pulse: AoE ability which deals about 4k shadow damage about every 3 sec.</li>
<li> Void Blast: Single <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> attack which deals 10-11k dmg and  puts a debuff slowing your attack by 35% (is spell reflectable and can  be resisted).</li>
<li>8 Void Spawns appear upon a Void Sentinels death, doing 700-900 melee damage each. 30k HP. Can be enslaved by  warlocks, can be worthwhile enslaving a few at the end of phase one to  use against Entropius or even during phase 1.
<ul>
<li>Shadow Bolt Volley: 1200-1600 shadow damage to targets around them (resistible.)</li>
</ul>
</li>
</ul>
</li>
</ul>
<p>Void Spawns and Void Sentinel can be snared, Void Spawns can be feared.</p>
<ul>
<li> Darkness: Every 45 sec, creates a large Void Zone, covering the  larger circle (i.e. from up to the outside edge of the wide purple band  in the center) in the middle of the room, and does ~3,000 shadow damage  per second to anyone standing in it and they cannot be healed. This  also spawns 8 Dark Fiends which explode for 5,000 raid-wide damage and leaves a 2000 damage dot  on raid when one reaches a <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> (resistible). These can be killed by  Dispels or Purges.</li>
</ul>
<ul>
<li> Enrage: M&#8217;uru and Entropius share a 10 minute enrage timer. At  this point all damage increases by 5x and the raid instantly wipes due  to 2500 &#8211; 10,000 damage Negative Energy attacks.</li>
</ul>
<p><a id="Entropius" rel="nofollow" name="Entropius"></a></p>
<h3>Entropius</h3>
<ul>
<li> Negative Energy: Becomes a Chain Lightning type attack with  random targets every second throughout the fight. This does ~1885 to  2115 Shadow damage to the 1st <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>, ~50% of that to 2nd <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> and  ~25% to 3rd <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>. The number of primary targets increases every 12–13  seconds. Unresistible.</li>
</ul>
<ul>
<li> Darkness: Spawns a Void Zone under a player dealing 3000 Shadow  damage every second. Will spawn 1 Dark Fiend after a few seconds which  must be Dispelled or Purge.</li>
</ul>
<ul>
<li> Singularity: Spawns over a player. After a few seconds will  move around and toss any nearby players around dealing 500 damage a  tick.</li>
</ul>
<h2>Raid Composition</h2>
<p>M&#8217;uru is a very DPS intensive fight, and as such it requires  stretching your healing and tanking as much as possible. This includes  having about 4 tanks, 6 healers and 15 DPS. It is highly recommended, if  not absolutely necessary, to include a Protection <a href="http://www.wowction.com/tag/paladin/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with paladin">Paladin</a> as one of  your tanks to pick up the Void Spawns that spawn.</p>
<p>You must divide your DPS up into a few sub-groups, that are able  to each put out substantial amounts of DPS. Generally you will have 2  groups assigned to killing Humanoid adds, as well as a Warlock group  assigned to kill Void Sentinels and Void Spawns.</p>
<h2>Strategy</h2>
<h3>Pulling M&#8217;uru</h3>
<p>When you are ready to pull M&#8217;uru, DPS will mount up in the door way  and be ready to run in to their positions and burn M&#8217;uru as hard as  possible before switching to your respective jobs. Humanoid tanks should  be ready to pick up their adds on each side from the start, using only  one or two attacks to throw up a Sunder Armor or Faerie <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">Fire</a> on the boss.</p>
<p>Can also use an Eye of Kilrog to engage and quickly reset him,  allowing 30 seconds for the raid to setup and position themselves.</p>
<h2>Phase 1</h2>
<p>While your raid group runs in and attacks M&#8217;uru, you will be in Phase  1. This phase is a combination of a control fight and a DPS race. Each  Humanoid group, which will be comprised of one tank, one healer, and  three to four DPS, will be in charge of controlling each add entrance  (the doorway and the opposite side of the room, where the ramp down to Kil&#8217;jaeden is blocked off.) A Mage is also highly recommended on each side, to Polymorph a Berserker or Mage. You will also have a group of AoE, generally  Warlocks, to control the Void Sentinels and Spawns. This AoE group is  recommended to be comprised of a Protection Warrior or Feral Druid, a  Protection <a href="http://www.wowction.com/tag/paladin/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with paladin">Paladin</a>, 3-4 Warlocks and 2 healers (one for each tank). You  should also have two raid healers assigned to keep the rest of the raid  up.</p>
<p><a id="Humanoid_Adds" rel="nofollow" name="Humanoid_Adds"></a></p>
<h3>Humanoid Adds</h3>
<p>Each Humanoid Wave consists of two Berserkers and one Mage. When the  Humanoid wave enters the room, the tank should pick up all 3 of them  while a mage sheeps a Berserker and the tank drags the other two adds  slightly away from the sheep so multitarget attacks such as Blade Flurry, Cleave, Sweeping Strikes or Multi-Shot can occur.</p>
<p><a id="Void_Sentinels_and_Void_Spawns" rel="nofollow" name="Void_Sentinels_and_Void_Spawns"></a></p>
<h3>Void Sentinels and Void Spawns</h3>
<p>The warrior will need to be fast in picking up the Void Sentinels,  and the warlocks need to be quick in DPSing the Void Sentinels to allow  this mobility. Warlocks will have to manage a rotation on the Sentinels and Spawns to  ensure that DPS is still active on M&#8217;uru, you need to allow the  Protection <a href="http://www.wowction.com/tag/paladin/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with paladin">Paladin</a> to gather up two or three sets of spawns before  AoEing them down. Warlocks should DPS the Void Sentinels, kill them,  allow the Protection <a href="http://www.wowction.com/tag/paladin/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with paladin">Paladin</a> to pick up the adds and while this is  occurring DPS M&#8217;uru until another Sentinel is ready to be DPSed.</p>
<p><a id="Darkness" rel="nofollow" name="Darkness"></a></p>
<h3>Darkness</h3>
<p>You should assign a Shadow Priest to DPS M&#8217;uru full time and Mass  Dispel the Dark Fiends when Darkness comes up inside of it, thereby  killing them. Be ready to <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> ones that resist with a single Dispel  or call it out so someone else can Dispel/Purge.</p>
<h2>Phase 2</h2>
<p>After M&#8217;uru has been slain, he transforms into Entropius, a demon-type void god.  Most of the adds that were alive during the transition should be dead  or almost dead as there is 10 seconds before Entropius engages the raid.  Entropius has 1,450,000 health and at this point the fight turns into  an all-out DPS race before the raid damage from Negative Energy ramps up  substantially and overwhelms your healers. This fight also tests the  reflexes of all players in the raid and their ability to move on a  seconds notice.</p>
<h2>At level 80</h2>
<p>Ideal Raid Composition: 4 healers, 2 tanks, 19 dps</p>
<dl>
<dt>Strategy </dt>
</dl>
<p>At level 80, like Brutullas before him, M&#8217;uru is a trivial encounter  due to the fact it was designed to be a gear check and dps race.   However, please remember to:</p>
<ol>
<li> At least 2 tanks should still be assigned to pick up any adds  that are summoned and/or spawned around the encounter area (especially  Void Sentinels).</li>
<li> Stay out of void zones.</li>
<li> Spellsteal / purge / (mass) dispell Dark Fiends.</li>
</ol>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: ??</div>
</li>
<li>
<div>Classification: Boss</div>
</li>
<li>
<div>React: A H</div>
</li>
<li>
<div>Health: 1,912,176</div>
</li>
<li>
<div>Added in patch 2.4.0</div>
</li>
<li>
<div>Last seen in patch 3.1.0</div>
</li>
</ul>
</div>


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		<title>Kil&#8217;jaeden, The Deceiver</title>
		<link>http://www.wowction.com/2010/07/26/kiljaeden-deceiver/</link>
		<comments>http://www.wowction.com/2010/07/26/kiljaeden-deceiver/#comments</comments>
		<pubDate>Tue, 27 Jul 2010 01:11:24 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Burning Crusade]]></category>
		<category><![CDATA[Guides]]></category>
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		<category><![CDATA[About]]></category>
		<category><![CDATA[aggro]]></category>
		<category><![CDATA[Archimonde]]></category>
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		<guid isPermaLink="false">http://www.wowction.com/?p=2303</guid>
		<description><![CDATA[Kil&#8217;jaeden the Deceiver is a powerful eredar demon lord and is the acting leader of the Burning Legion. Selected twenty-five thousand years ago as the chief lieutenant of Sargeras, he was ranked above the now-deceased demon lord, Archimonde. While Archimonde had led the Legion&#8217;s armies, Kil&#8217;jaeden&#8217;s agenda was to assimilate every race possible into the [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Kil&#8217;jaeden the Deceiver</strong> is a powerful eredar demon lord and is  the acting leader of the Burning Legion. Selected twenty-five thousand  years ago as the chief lieutenant of Sargeras, he was ranked above the  now-deceased demon lord, Archimonde.  While Archimonde had led the Legion&#8217;s armies, Kil&#8217;jaeden&#8217;s agenda was  to assimilate every race possible into the folds of the Burning Legion.  Since the apparent banishment of Sargeras, he has assumed the role of  supreme commander. He is also notable as the creator of <a href="http://www.wowction.com/tag/the-lich-king/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with The Lich King">the Lich King</a>.</p>

<a href='http://www.wowction.com/2010/07/26/kiljaeden-deceiver/kiljaeden-deceiver-wow-5/' title='Kil’jaeden, The Deceiver'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/kiljaeden-deceiver-wow-5-150x150.jpg" class="attachment-thumbnail" alt="Kil’jaeden, The Deceiver" title="Kil’jaeden, The Deceiver" /></a>
<a href='http://www.wowction.com/2010/07/26/kiljaeden-deceiver/kiljaeden-deceiver-wow/' title='Kil’jaeden, The Deceiver'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/kiljaeden-deceiver-wow-150x150.jpg" class="attachment-thumbnail" alt="Kil’jaeden, The Deceiver" title="Kil’jaeden, The Deceiver" /></a>
<a href='http://www.wowction.com/2010/07/26/kiljaeden-deceiver/kiljaeden-deceiver-wow-2/' title='Kil’jaeden, The Deceiver'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/kiljaeden-deceiver-wow-2-150x150.jpg" class="attachment-thumbnail" alt="Kil’jaeden, The Deceiver" title="Kil’jaeden, The Deceiver" /></a>
<a href='http://www.wowction.com/2010/07/26/kiljaeden-deceiver/kiljaeden-deceiver-wow-3/' title='Kil’jaeden, The Deceiver'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/kiljaeden-deceiver-wow-3-150x150.jpg" class="attachment-thumbnail" alt="Kil’jaeden, The Deceiver" title="Kil’jaeden, The Deceiver" /></a>
<a href='http://www.wowction.com/2010/07/26/kiljaeden-deceiver/kiljaeden-deceiver-wow-4/' title='Kil’jaeden, The Deceiver'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/kiljaeden-deceiver-wow-4-150x150.jpg" class="attachment-thumbnail" alt="Kil’jaeden, The Deceiver" title="Kil’jaeden, The Deceiver" /></a>

<p><span id="more-2303"></span><br />
Although  Kil&#8217;jaeden was infuriated at the failure and death of Archimonde, he  knew better than to take reckless vengeance. Aware that <a href="http://www.wowction.com/tag/the-lich-king/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with The Lich King">the Lich King</a>  had grown out of his control, he then went about to acquire a new pawn.  He found Illidan, and  told him that, despite his part in the Legion&#8217;s downfall, The Deceiver  was willing to offer him a chance at power. However, Illidan failed and  <a href="http://www.wowction.com/tag/the-lich-king/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with The Lich King">the Lich King</a> persists, having cheated The Deceiver by merging with  Arthas. For now, Kil&#8217;jaeden&#8217;s vengeance is embodied in the mighty fel  reaver Doomwalker, who lays siege to the gates of the Black Temple.</p>
<p>Players face off against this twisted avatar of Kil&#8217;jaeden, which is still being summoned into Azeroth through the Sunwell itself by his new lieutenant, Kael&#8217;thas Sunstrider. Anveena, the embodiment of the Sunwell&#8217;s energies, is held in an arcane barrier, her powers being drained to feed the portal.</p>
<h2>Biography</h2>
<p><a id="Destroyer.27s_offer_and_the_flight_of_Velen" rel="nofollow" name="Destroyer.27s_offer_and_the_flight_of_Velen"></a></p>
<h3>Destroyer&#8217;s offer and the flight of Velen</h3>
<div>
<div></div>
</div>
<p>Twenty-five millennia ago, the world of Argus was the home of the wondrous eredar civilization, a race of natural  magic-wielders. Kil&#8217;jaeden, respected for his intelligence, a genius  among a race of geniuses, quickly rose to become one of the three most  prominent leaders of the eredar, along with his colleague Archimonde and best friend, Velen.</p>
<p>Kil&#8217;jaeden had loved Velen as a brother.<sup id="cite_ref-RotH_82_5-0">[6]</sup> Eredar society was shattered when these three leaders were contacted by  Sargeras the Destroyer. Sargeras offered a deal: in exchange for their  loyalty, the eredar would gain untold power and prestige. Kil&#8217;jaeden and  Archimonde readily accepted, though Velen curiously held back.</p>
<p>As the eredar were preparing to receive their new powers,  Kil&#8217;jaeden learned that Velen and his followers had sided with  Sargeras&#8217;s enemies, the naaru,  and were in the process of fleeing Argus. Enraged by this &#8220;betrayal&#8221;  Kil&#8217;jaeden loosed his new powers and minions on the &#8220;Exiled Ones&#8221;, or draenei,  and relentlessly pursued them across the cosmos for five thousand  years&#8230; but Velen was as cunning as the Deceiver, and the draenei soon  vanished.</p>
<p>Kil&#8217;jaeden made his <em>World of Warcraft</em> appearance with the release of the <a href="http://www.wowction.com/tag/sunwell-plateau/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Sunwell Plateau">Sunwell Plateau</a>, the 25-man raid introduced in patch 2.4.0. He appears as a combination of man&#8217;ari eredar and the winged, horned daemon appearance as seen in the manual to Warcraft II.</p>
<p>Players face off against Kil&#8217;jaeden himself, who is still being summoned into Azeroth through the Sunwell itself by his new lieutenant, Kael&#8217;thas Sunstrider. Anveena,  the embodiment of the Sunwell&#8217;s energies, is held in an arcane barrier,  her powers being drained to feed the portal, but later in the encounter  she is sacrificed to weaken the Deceiver, who can then successfully be  banished back into the Nether.</p>
<h2>Strategy</h2>
<p>This fight consists of five phases. During the first phase players must defeat three <a href="http://www.wowhead.com/npc=25588">Hands of the Deceiver</a>.  Once they are defeated, Kil&#8217;jaeden will emerge from the Sunwell,  starting phase two. Phases three, four, and five start when Kil&#8217;jaeden&#8217;s  health reaches 85%, 50%, and 25%, respectively. Each phase introduces  more complexity to the fight.</p>
<h3 id="phase-1">Phase 1</h3>
<p>Initially,  three Hands of the Deceiver are positioned next to the Sunwell,  channeling Anveena&#8217;s powers into the Sunwell. They have a significant  aggro range, and are linked. However, due to the nature of their  abilities, it is recommended that they are dragged apart immediately  after the pull, and tanked separately afterwards. They have the  following abilities:</p>
<ul>
<li>
<div><strong><a href="http://www.wowhead.com/spell=45770">Shadow Bolt Volley</a></strong>: Deals 850 to 1150 shadow damage and leaves a debuff increasing shadow damage taken by 750.</div>
</li>
<li>
<div><strong>Soul Portal</strong>: Summons a soul portal that periodically summons <a href="http://www.wowhead.com/npc=25598">Volatile Felfire Fiends</a>.  These will run towards players and detonate, dealing heavy damage. They  have low health and can be killed with a single hit, but detonate when  killed.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=45772">Shadow Infusion</a></strong>:  At around 20% health, the Hand will gain a self-buff that makes him  immune to stun and silence effects. At this point, the raid must quickly  finish him off.</div>
</li>
</ul>
<h3 id="phase-2">Phase 2</h3>
<p>When all Hands are defeated, Kil&#8217;jaeden arrives in a blaze of glory, knocking back all players. <a href="http://www.wowhead.com/npc=25319">Kalecgos</a> arrives and begins bombarding Kil&#8217;jaeden with arcane bolts. Meanwhile,  the demon begins randomly casting the following spells on players:</p>
<ul>
<li>
<div><strong><a href="http://www.wowhead.com/spell=45442">Soul Flay</a></strong>:  Deals 3000 shadow damage per second and slows movement speed by 70% for  3 second. Channeled spell, always hits the player with the highest  global threat.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=45664">Legion Lightning</a></strong>:  Deals 3007 to 3493 shadow damage and drains 1500 mana. Similar to chain  lighting, this attack chains to up to four secondary targets, dealing  less damage with each jump.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=45641">Fire Bloom</a></strong>: Places a <a href="http://www.wowhead.com/spell=45642">debuff</a> on up to five random targets that deals 1619 to 1881 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">Fire</a> damage to the  debuffed player and all other raid members within 10 yards. Lasts 20  seconds. Not dispellable (except by immunity effects).</div>
</li>
<li>
<div><strong>Summon Shield Orb</strong>: Summons a <a href="http://www.wowhead.com/npc=25502">Shield Orb</a> that is similar to <a href="http://www.wowhead.com/npc=23123">Doom Blossoms</a> in the <a href="http://www.wowhead.com/npc=22871">Teron Gorefiend</a> encounter. They are constantly shooting Shadow Bolts at the raid (up to  3 bolts within 1 second). Since they are targetable and have only  20,000 health, it is recommended for ranged DPS to take them down as  quickly as possible, to reduce incoming raid damage.</div>
</li>
</ul>
<h3 id="phase-3">Phase 3</h3>
<p>Begins  when Kil&#8217;jaeden reaches 85% health. The shield orbs will now spawn in  pairs. Also, in addition to the above spells, he gains the following  abilities:</p>
<ul>
<li>
<div><strong><a href="http://www.wowhead.com/spell=45892">Sinister Reflection</a></strong>: Used at the beginning of the phase. Spawns five <a href="http://www.wowhead.com/npc=25708">Mirror Images</a> of a randomly targetted raid member that look identical to the <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>,  and have the abilities of the <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>&#8217;s class. Their melee attacks deal  an incredible amount of physical damage and their casts do considerable  damage/healing. These mirror images cannot be crowd controlled in any  way, but do have normal threat mechanics.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=46589">Shadow Spike</a></strong>:  28 second channel. Bombards randomly targeted raid members with Shadow  Spikes, which float towards the <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>&#8217;s position upon the moment of  cast. When they reach their destination, they <a href="http://www.wowhead.com/spell=45885">explode</a>,  inflicting 5100 to 6900 Shadow damage to all characters within 8 yards,  and leave a debuff that reduces all healing effects by 50% for 10  seconds.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=45740">Flame Dart</a></strong>:  Every 3 seconds, all raid members will be hit by Flame Darts that cause  1663 to 1837 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">Fire</a> damage and reduce movement speed by 50%. Lasts 15  seconds. Resistable, but not dispellable.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=45657">Darkness of a Thousand Souls</a></strong>:  Kil&#8217;jaeden does a raidwide emote (&#8216;Kil&#8217;jaeden begins to channel dark  energy&#8217;) and covers himself with wings. After 8 seconds, he will hit all  players inside the instance for 47500 to 52500 Shadow damage. This is  countered by the Shield of the Blue ability (see below).</div>
</li>
</ul>
<h3 id="phase-4">Phase 4</h3>
<p>Begins  when Kil&#8217;jaeden reaches 50% health. Shield orbs will now spawn in  groups of three. Kil&#8217;jaeden gains yet another ability, for a total of  nine possible abilities:</p>
<ul>
<li>
<div><strong>Meteor Storm</strong>: Meteors fall from the sky, hitting anyone within a 5 yard range for a fatal amount of damage. There is a <a href="http://www.wowhead.com/spell=27213">Hellfire</a> animation that appears about five seconds before the meteor lands,  giving time to move out of the landing area. Three meteors will be in  flight constantly throughout this phase. During this phase, Meteor  bombardments will stop while he is casting Darkness of a Thousand Souls.</div>
</li>
</ul>
<h3 id="phase-5">Phase 5</h3>
<p>Begins  when Kil&#8217;jaeden reaches 25% health. At this point, Kalecgos cries out  to Anveena, causing her to awaken. After some dialog, she <a href="http://www.wowhead.com/spell=46474">sacrifices herself</a>,  stunning Kil&#8217;Jaeden for five seconds and increasing the damage he takes  from holy spells. After the stun wears off, Kil&#8217;jaeden will begin to  use all his abilities on very short cooldowns (Darkness of a Thousand  Souls as quickly as every 20 seconds), and Meteors will bombard the raid  during the Darkness of a Thousand Souls&#8217;s casting. Players must defeat  him quickly before getting overwhelmed by the damage.</p>
<h3 id="orb-of-the-blue-dragonflight">Orb of the Blue Dragonflight</h3>
<p>Beginning  in phase three, Kalecgos will periodically empower the orbs surrounding  the room. Players may use this orb to gain the <a href="http://www.wowhead.com/spell=45839">Vengeance of the Blue Flight</a>, which transforms them into a <a href="http://www.wowhead.com/npc=25653">blue dragon</a> for two minutes. Using an orb depletes its power until it is empowered  again. While in dragon form, players have the following abilities:</p>
<ul>
<li>
<div><strong><a href="http://www.wowhead.com/spell=45848">Shield of the Blue</a></strong>:  Extends a powerful shield around the caster that reduces all incoming  and outgoing damage on friendly targets within 10 yards by 95%, but  stuns the dragon and drains 10% of the dragon&#8217;s health per second. Lasts  five seconds and has a 20 second cooldown. Must be used to counter the  Darkness of a Thousand Souls.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=45862">Blink</a></strong>: Teleports the dragon forward by 20 yards.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=45860">Breath: Revitalize</a></strong>:  Breathes arcane energy in a 13-yard cone in front of the caster,  causing friendly units to regenerate 2250 health and mana over 10 sec.  10 second cooldown.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=45856">Breath: Haste</a></strong>:  Breathes arcane energy in a 13-yard cone in front of the caster,  increasing the attack, casting, and movement speeds of friendly targets  by 25% for 30 sec. Also grants immunity to effects that reduce movement  speed. 10 second cooldown.</div>
</li>
</ul>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: ??</div>
</li>
<li>
<div>Classification: Boss</div>
</li>
<li>
<div>React: A H</div>
</li>
<li>
<div>Health: 9,347,800</div>
</li>
<li>
<div>Mana: 1,693,500</div>
</li>
<li>
<div>Added in patch 2.4.2</div>
</li>
<li>
<div>Last seen in patch 3.1.0</div>
</li>
</ul>
</div>


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		<title>Sunwell Plateau</title>
		<link>http://www.wowction.com/2010/07/26/sunwell-plateau/</link>
		<comments>http://www.wowction.com/2010/07/26/sunwell-plateau/#comments</comments>
		<pubDate>Tue, 27 Jul 2010 00:54:35 +0000</pubDate>
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		<guid isPermaLink="false">http://www.wowction.com/?p=2287</guid>
		<description><![CDATA[Sunwell Plateau is a 25-man raid instance located on the Isle of Quel&#8217;Danas which was implemented with Patch 2.4. The instance is intended to be the most difficult in the game until Wrath of the Lich King, and caters to Black Temple/Hyjal geared raiders. The instance bosses drop tokens redeemable for new pieces added to [...]]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://www.wowction.com/tag/sunwell-plateau/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Sunwell Plateau">Sunwell Plateau</a></strong> is a 25-man raid instance located on the Isle of Quel&#8217;Danas which was implemented with Patch 2.4. The instance is intended to be  the most difficult in the game until Wrath of <a href="http://www.wowction.com/tag/the-lich-king/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with The Lich King">the Lich King</a>, and caters  to Black Temple/Hyjal geared raiders. The instance bosses drop tokens redeemable for new pieces added to the Tier 6 Armor Sets and loot better than that from Black Temple. This raid dungeon requires no attunement.</p>
<p>The instance contains both outdoor areas and building interiors, where players will find captured naaru, which are the primary power source of the town, and inside the final building the Sunwell itself.</p>
<p>The architecture of the <a href="http://www.wowction.com/tag/sunwell-plateau/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Sunwell Plateau">Sunwell Plateau</a> is comparable to that of Silvermoon City.</p>

<a href='http://www.wowction.com/2010/07/26/sunwell-plateau/sunwell-plateau-wow-loading/' title='Sunwell Plateau'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/sunwell-plateau-wow-loading-150x150.jpg" class="attachment-thumbnail" alt="Sunwell Plateau" title="Sunwell Plateau" /></a>
<a href='http://www.wowction.com/2010/07/26/sunwell-plateau/sunwell-plateau-wow/' title='Sunwell Plateau'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/sunwell-plateau-wow-150x150.jpg" class="attachment-thumbnail" alt="Sunwell Plateau" title="Sunwell Plateau" /></a>
<a href='http://www.wowction.com/2010/07/26/sunwell-plateau/sunwell-plateau-wow-2/' title='Sunwell Plateau'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/sunwell-plateau-wow-2-150x150.jpg" class="attachment-thumbnail" alt="Sunwell Plateau" title="Sunwell Plateau" /></a>
<a href='http://www.wowction.com/2010/07/26/sunwell-plateau/sunwell-plateau-wow-3/' title='Sunwell Plateau'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/sunwell-plateau-wow-3-150x150.jpg" class="attachment-thumbnail" alt="Sunwell Plateau" title="Sunwell Plateau" /></a>
<a href='http://www.wowction.com/2010/07/26/sunwell-plateau/sunwell-plateau-wow-4/' title='Sunwell Plateau'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/sunwell-plateau-wow-4-150x150.jpg" class="attachment-thumbnail" alt="Sunwell Plateau" title="Sunwell Plateau" /></a>
<a href='http://www.wowction.com/2010/07/26/sunwell-plateau/sunwell-plateau-wow-5/' title='Sunwell Plateau'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/sunwell-plateau-wow-5-150x150.jpg" class="attachment-thumbnail" alt="Sunwell Plateau" title="Sunwell Plateau" /></a>
<a href='http://www.wowction.com/2010/07/26/sunwell-plateau/sunwell-plateau-wow-6/' title='Sunwell Plateau'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/sunwell-plateau-wow-6-150x150.jpg" class="attachment-thumbnail" alt="Sunwell Plateau" title="Sunwell Plateau" /></a>
<a href='http://www.wowction.com/2010/07/26/sunwell-plateau/sunwell-plateau-wow-7/' title='Sunwell Plateau'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/sunwell-plateau-wow-7-150x150.jpg" class="attachment-thumbnail" alt="Sunwell Plateau" title="Sunwell Plateau" /></a>

<p><span id="more-2287"></span></p>
<h2>Attunement</h2>
<p>The instance was open to players right from the start of patch 2.4,,  but the last 3 bosses were only available as each gate &#8211; which blocked  the next boss encounter &#8211; opened over a set period of time on all  servers. (Although this happened on maintenance day, so the US had an  apparent one day advantage over the EU servers) The first gate was opened on 8 April 2008 in the US, two weeks after  the patch went live. The second gate opened after weekly maintenance on  April 29, 2008. The third and final gate was opened on May 20, 2008 on  US realms.  The difficulty of the instance was set at the first 3 bosses  being on par with Tier 6 encounters, and then the last three and  increasing from each.</p>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: 70 &#8211; 73</div>
</li>
<li>
<div>Requires level 70</div>
</li>
<li>
<div>Territory: Contested</div>
</li>
<li>
<div>Instance type: Raid</div>
</li>
<li>
<div>Number of players: 25</div>
</li>
<li>
<div>Location: Isle of Quel&#8217;Danas</div>
</li>
<li>
<div>Final boss: Kil&#8217;jaeden</div>
</li>
</ul>
</div>


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		<title>Kael&#8217;thas Sunstrider, Lord of the Blood Elves</title>
		<link>http://www.wowction.com/2010/07/21/kaelthas-sunstrider-lord-blood-elves/</link>
		<comments>http://www.wowction.com/2010/07/21/kaelthas-sunstrider-lord-blood-elves/#comments</comments>
		<pubDate>Wed, 21 Jul 2010 23:59:31 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.wowction.com/?p=2273</guid>
		<description><![CDATA[Kael&#8217;thas Sunstrider, Lord of the Blood Elves, is the fourth and final boss encounter of the Eye. He is accompanied by his council of four advisors: Thaladred the Darkener, Master Engineer Telonicus, Grand Astromancer Capernian and Lord Sanguinar. He spawns seven powerful legendary items which you have to fight, defeat and then equip in order [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Kael&#8217;thas Sunstrider</strong>, Lord of the Blood Elves, is the fourth and final boss encounter of <strong><a href="http://www.wowction.com/tag/the-eye/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with the Eye">the Eye</a></strong>. He is accompanied by his council of four advisors: Thaladred the Darkener, Master Engineer Telonicus, Grand Astromancer Capernian and Lord Sanguinar. He spawns seven powerful legendary items which you have to fight, defeat and then equip in order to defeat  Kael&#8217;thas. These items are usable only during the encounter; reseting  the encounter, wiping, or releasing to the graveyard will cause them to  desummon.</p>

<a href='http://www.wowction.com/2010/07/21/kaelthas-sunstrider-lord-blood-elves/kaelthas-sunstrider-lord-blood-elves-wow-4/' title='Kael&#039;thas Sunstrider &lt;Lord of the Blood Elves&gt;'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/kaelthas-sunstrider-lord-blood-elves-wow-4-150x150.jpg" class="attachment-thumbnail" alt="Kael&#039;thas Sunstrider" title="Kael&#039;thas Sunstrider" /></a>
<a href='http://www.wowction.com/2010/07/21/kaelthas-sunstrider-lord-blood-elves/kaelthas-sunstrider-lord-blood-elves-wow/' title='Kael&#039;thas Sunstrider &lt;Lord of the Blood Elves&gt;'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/kaelthas-sunstrider-lord-blood-elves-wow-150x150.jpg" class="attachment-thumbnail" alt="Kael&#039;thas Sunstrider" title="Kael&#039;thas Sunstrider" /></a>
<a href='http://www.wowction.com/2010/07/21/kaelthas-sunstrider-lord-blood-elves/kaelthas-sunstrider-lord-blood-elves-wow-1/' title='Kael&#039;thas Sunstrider &lt;Lord of the Blood Elves&gt;'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/kaelthas-sunstrider-lord-blood-elves-wow-1-150x150.jpg" class="attachment-thumbnail" alt="Kael&#039;thas Sunstrider" title="Kael&#039;thas Sunstrider" /></a>
<a href='http://www.wowction.com/2010/07/21/kaelthas-sunstrider-lord-blood-elves/kaelthas-sunstrider-lord-blood-elves-wow-2/' title='Kael&#039;thas Sunstrider &lt;Lord of the Blood Elves&gt;'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/kaelthas-sunstrider-lord-blood-elves-wow-2-150x150.jpg" class="attachment-thumbnail" alt="Kael&#039;thas Sunstrider" title="Kael&#039;thas Sunstrider" /></a>
<a href='http://www.wowction.com/2010/07/21/kaelthas-sunstrider-lord-blood-elves/kaelthas-sunstrider-lord-blood-elves-wow-3/' title='Kael&#039;thas Sunstrider &lt;Lord of the Blood Elves&gt;'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/kaelthas-sunstrider-lord-blood-elves-wow-3-150x150.jpg" class="attachment-thumbnail" alt="Kael&#039;thas Sunstrider" title="Kael&#039;thas Sunstrider" /></a>

<p><span id="more-2273"></span></p>
<h2>Abilities</h2>
<p>Kael&#8217;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.</p>
<p>The advisors enter Phase 1 with half of their normal HP. After they are resurrected for Phase 3 they are at full health.</p>
<p><a id="Thaladred_the_Darkener" rel="nofollow" name="Thaladred_the_Darkener"></a></p>
<h3>Thaladred the Darkener</h3>
<ul>
<li>~560k health (~280k in P1)</li>
<li><strong>Melee</strong> – 3-4k on plate plus 2.5k every tick for 12 seconds</li>
<li><strong>Gaze</strong> – Fixes aggro to a random person in raid; 9 second cooldown</li>
<li><strong>Psychic Blow</strong> – 4-5k damage plus knockback to his current <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>, 30 yard range</li>
<li><strong>Silence</strong> – Silences anyone within 8 yards</li>
</ul>
<p><a id="Lord_Sanguinar" rel="nofollow" name="Lord_Sanguinar"></a></p>
<h3>Lord Sanguinar</h3>
<ul>
<li>~580k health (~290k in P1)</li>
<li><strong>Melee</strong> – 3-4k on plate</li>
<li><strong>Bellowing Roar</strong> – 35 yard AoE fear centered on himself, 1.5 second cast, no aggro reset</li>
</ul>
<p><a id="Grand_Astromancer_Capernian" rel="nofollow" name="Grand_Astromancer_Capernian"></a></p>
<h3>Grand Astromancer Capernian</h3>
<ul>
<li>~400k health (~200k in P1)</li>
<li><strong>Fireball</strong> – 6-7k single-<a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage</li>
<li><strong>Conflagration</strong> – 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.</li>
<li><strong>Arcane Explosion</strong> – 4.5k Arcane damage plus knockback and slow debuff; only used if players are in melee range</li>
</ul>
<p><a id="Master_Engineer_Telonicus" rel="nofollow" name="Master_Engineer_Telonicus"></a></p>
<h3>Master Engineer Telonicus</h3>
<ul>
<li>~550k health (~275k in P1)</li>
<li><strong>Melee</strong> – ~5700 pre-mitigation</li>
<li><strong>Bomb</strong> – 7-9k <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> in a small AoE centered on current  <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>&#8217;s location, 1.5 second cast; not subject to miss or resistance;  cast takes the place of a melee attack</li>
<li><strong>Remote Toy</strong> – 60 sec debuff placed on a random player, periodically stuns the affected player for 4 seconds</li>
</ul>
<p><a id="Kael.27thas_Sunstrider" rel="nofollow" name="Kael.27thas_Sunstrider"></a></p>
<h3>Kael&#8217;thas Sunstrider</h3>
<ul>
<li>~3.6 million HP</li>
<li><strong>Melee</strong> – ~4k on plate</li>
<li><strong>Fireball</strong> – 2.5 sec cast, ~16-20k <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage, interruptible</li>
<li><strong>Flamestrike</strong> – 3 sec cast, ~120k AoE in a 6 yard radius plus 3k <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage per second AoE for 8 sec in a 10 yard radius</li>
<li><strong>Summon Phoenix</strong> – periodically summon a Phoenix</li>
<li><strong>Arcane Disruption</strong> – 1750-2250 Arcane damage and a 10 second disorient to every raid member, 20 sec cooldown, can be removed with PvP Trinket</li>
<li><strong>Shock Barrier</strong> – a shield which absorbs 80,000 damage, lasts 10 seconds and prevents spells from being interrupted</li>
</ul>
<p><a id="Phase_4_specific_abilities" rel="nofollow" name="Phase_4_specific_abilities"></a></p>
<h4>Phase 4 specific abilities</h4>
<ul>
<li><strong>Mind Control</strong> – Mind controls 2-3 people in the raid</li>
<li><strong>Pyroblast</strong> – 4 sec cast, 45k-55k <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage, interruptible, 60 sec cooldown; begins casting immediately after casting Shock Barrier</li>
</ul>
<p><a id="Phase_5_specific_abilities" rel="nofollow" name="Phase_5_specific_abilities"></a></p>
<h4>Phase 5 specific abilities</h4>
<ul>
<li><strong>Gravity Lapse</strong> – All members of raid are teleported to him and then swim in the air for 30 sec</li>
<li><strong>Nether Beam</strong> – 1850-2150 arcane damage to a random <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>, jumps to nearby players, damage doubled for each jump (similar to C&#8217;Thuns eye beam)</li>
<li><strong>Nether Vapor</strong> – Small black clouds floating in the air  near Kael&#8217;thas. If touched they add a stacking debuff which reduces max  health by 10% each time, stacking up to 9 times, to 90% reduction.</li>
</ul>
<h2>Raid Composition</h2>
<ul>
<li>Main Tank</li>
<li><a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">Fire</a> Resist Tank (~150 for use as Conflag <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> during P1 and Phoenix tank in P4/5)</li>
<li>2 Off-Tanks</li>
<li>6-7 Healers</li>
<li>5-6 Melee</li>
<li>10-11 Ranged</li>
</ul>
<p>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.</p>
<h2>Strategy</h2>
<p><a id="Phase_1:_Introducing_the_Advisors" rel="nofollow" name="Phase_1:_Introducing_the_Advisors"></a></p>
<h3>Phase 1: Introducing the Advisors</h3>
<p>The raid can leisurely kill each advisor. To make phase 3 easier, each advisor should be killed in a pre-planned location.</p>
<p>The advisors engage in the following order:</p>
<ul>
<li><strong>Thaladred the Darkener</strong> fixes aggro on (&#8220;sets his gaze on&#8221;  emote) a raid member at all times, and, for the duration of the gaze,  walks toward that <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>, who must run away and thus kite him while  ranged DPS attack Thaladred. For brief intervals between gazes, or if  the gaze <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> dies, Thaladred may melee or follow the <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> with the  most threat. Nobody should be closer than 10 yards when a gaze shift  takes place.</li>
<li><strong>Lord Sanguinar</strong> is a simple tank and spank boss, made interesting only by his fear ability (which no longer resets aggro).</li>
<li><strong>Grand Astromancer Capernian</strong> 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 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> 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 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> tank. Alternately, she can  be tanked by two warlocks which take turns &#8211; 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.</li>
<li><strong>Master Engineer Telonicus</strong> 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&#8217;s anti-stun aura.</li>
</ul>
<p><a id="Phase_2:_The_Weapons" rel="nofollow" name="Phase_2:_The_Weapons"></a></p>
<h3>Phase 2: The Weapons</h3>
<div>
<div></div>
</div>
<p>After all advisors are dead, Kael&#8217;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 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a>. 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&#8217;s an overview of the weapons in a reasonable kill order:</p>
<dl>
<dt>[Netherstrand Longbow] ~210k HP </dt>
</dl>
<p>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.</p>
<dl>
<dt>[Staff of Disintegration] ~170k HP </dt>
</dl>
<p>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&#8217;s a highly desirable item because its &#8220;use&#8221; 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.</p>
<dl>
<dt>[Cosmic Infuser] ~280k HP </dt>
</dl>
<p>Low melee damage. Heals itself and friendly targets, which must be  interrupted. The melee damage dealers should control and kill this  first.</p>
<dl>
<dt>[Infinity Blade] ~210k HP </dt>
</dl>
<p>Hits normal but attacks very fast.  Has a Thrash ability (similar to  Prince Malchezaar&#8217;s phase 2 ability) that grants it two extra attacks.</p>
<dl>
<dt>[Warp Slicer] ~290k HP </dt>
</dl>
<p>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.</p>
<dl>
<dt>[Devastation] ~230k HP </dt>
</dl>
<p>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&#8217;s not a  problem if it doesn&#8217;t die quickly.</p>
<dl>
<dt>[Phaseshift Bulwark] ~290k HP </dt>
</dl>
<p>Does high damage. Has a &#8220;shield spike&#8221;-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&#8217;thas in phase 4.</p>
<p>Weapon tank list:</p>
<ul>
<li>Main Tank: Axe [Devastation]</li>
<li>Main Tank: Sword [Warp Slicer] + Shield [Phaseshift Bulwark]</li>
<li>Offtank #1: Mace [Cosmic Infuser] + Dagger [Infinity Blade]</li>
<li>Offtank #2: Staff [Staff of Disintegration]</li>
<li>Hunter: Bow [Netherstrand Longbow]</li>
</ul>
<p>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.</p>
<p>It&#8217;s not a big problem to have two weapons alive (e.g. the [Phaseshift Bulwark] and [Devastation]) when phase 3 starts.1</p>
<h4>Alternative strategy</h4>
<p>Some guilds believe that managing to get all weapons down before  phase 3 is the basis for a perfect Kael&#8217;Thas kill. Suggested raid  composition for this is 3 tanks 6 healers and 16 DPS players. The DPS  composition should include at least 2 hunters, 3 mages and 3 warlocks.</p>
<p>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&#8217;Thas). A <a href="http://www.wowction.com/tag/paladin/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with paladin">paladin</a> tank can  and should tank all the other weapons.</p>
<p>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 <a href="http://www.wowction.com/tag/paladin/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with paladin">paladin</a> 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).</p>
<p>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)</p>
<p>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 <a href="http://www.wowction.com/tag/paladin/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with paladin">paladin</a> 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.</p>
<p>The AoE should continue non stop with the addition that the mages  and warlocks should now <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> the Phaseshift Bulwark (shield) and cast  any instant spells they have (such as <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> 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.</p>
<p>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.</p>
<p>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.</p>
<h3>Phase 3: All Four Advisors</h3>
<p>Exactly two minutes after the start of Phase 2, Kael&#8217;thas resurrects  all the advisors at once. The advisor tanks and their healers should  start to move to their assigned advisors (or rather their corpse) about  10 seconds before the end of Phase 2, so that they can immediately pick  up the advisors.</p>
<p>Advisor tank list:</p>
<ul>
<li>Main Tank: Sanguinar</li>
<li>Off-tank: Telonicus</li>
<li>Warlock/<a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> resist Tank: Capernian</li>
</ul>
<p><a id="Kill_order" rel="nofollow" name="Kill_order"></a></p>
<h4>Kill order</h4>
<p>As before, Thaladred and Capernian should be avoided by melee. All  four advisors can be safely attacked by ranged. Since Thaladred is the  biggest nuisance, ranged DPS should concentrate on him first. One melee  damage dealer with the [Infinity Blade] should put the debuff on him, but very carefully &#8211; the player must be  highly aware of imminent gaze shifts, move away *before* each shift, and  get back in only when some other person gets the gaze.</p>
<p>All other melee damage dealers should concentrate on Sanguinar first and Telonicus second.</p>
<p>After Thaladred is down, ranged DPS can either help the melee  group at Sanguinar, or start on Capernian. This decision mainly depends  on whether the melee group is strong enough to kill Sanguinar on their  own, or the ranged DPS have to help.</p>
<p>When all other adds are down, Telonicus is finished off last by all damage dealers together.</p>
<p><a id="Alternative_strategy_2" rel="nofollow" name="Alternative_strategy_2"></a></p>
<h4>Alternative strategy</h4>
<p>Since all of your tanks are now free and all of the weapons are down,  the melee and your Main tank should head to Sanguinar (One healer  needed and a CoH priest for the melee group).</p>
<p>One of your off tanks must tank Telonicus the engineer (one or  two healers needed) and one of your warlocks tank Capernian (one healer  needed &#8211; preferably a <a href="http://www.wowction.com/tag/paladin/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with paladin">paladin</a> in the group with the warlock for the <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a>  resistance aura). That leaves one healer for the ranged DPS group  (preferably a resto shammy or a CoH priest)</p>
<p>Kill Thaladered with your ranged DPS as fast as possible and then proceed to Sanguinar.</p>
<p>As soon as Sanguinar is down, the melee group and their healers should proceed to kill Telonicus.</p>
<p>The Ranged DPS should then start with Capernian (you should have approximately 1 min left before phase 4) and kill her.</p>
<p>As soon as Capernian is down everyone should move and finish off  Telonicus (don&#8217;t forget to rebuff the tanking warlock with salvation).  The main tank should take position in front of Kael&#8217;Thas. Telonicus  should be down just as Kael comes out to play.</p>
<p>You are now in a very good position to do a very clean Kael&#8217;Thas  kill. The rest of this strategy (phase 4 and 5) is the same with the  &#8220;classic&#8221; one.</p>
<p><a id="Phase_4:_Kael.27thas_Sunstrider" rel="nofollow" name="Phase_4:_Kael.27thas_Sunstrider"></a></p>
<h3>Phase 4: Kael&#8217;thas Sunstrider</h3>
<p>Three minutes after the start of Phase 3, Kael&#8217;thas himself enters  the fight. If only one advisor is still up at that point, a smooth kill  is close. If two or more are still up, a wipe is highly probable.</p>
<p><strong>Fireball</strong> should be interrupted as much as possible.</p>
<p><strong>Mind Control</strong>led raid members should best be sheeped. It&#8217;s also possible to use the [Infinity Blade] with low damage skills (e.g. Hamstring, Shiv) to dispel the MC. Stunning is not always effective because the buff from the [Staff of Disintegration] may be in effect. In addition to that hunter freezing traps must be set  randomly on the ground, and all kinds of fears should and must be used  when Kael is mind controlling your raid members. This will solve a lot  of problems and it will improve the reaction time of your mages.  (Decursive add on is a must for mages here)</p>
<p><strong>Flamestrike</strong> MUST be avoided at all costs by everyone in  the raid. Set Spell Details to High to see the glow on the ground, which  is visible during the 3 sec cast time before it hits. The AoE looks  similar to a Paladins <a href="http://www.wowction.com/tag/consecration/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with consecration">Consecration</a>.</p>
<p>Every 30–40 seconds Kael&#8217;thas summons a <strong>Phoenix</strong>. The graphic effect for this summon is identical to Flamestrike, however the cast time is much shorter, and it deals no damage.</p>
<p><a id="Phoenix_handling" rel="nofollow" name="Phoenix_handling"></a></p>
<h4>Phoenix handling</h4>
<p>After its birth, the phoenix can either be kited by a ranged damage dealer, or simply be tanked by the <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> resist tank  (it melees for ~800 on plate). It continually uses a hellfire ability  which damages itself (5% HP) and everybody around it for ~5,000 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a>  damage per 2s tic, resulting in an (at most) 40 second life span. Upon  its death, it will do an Ember Blast (4,500 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage melee range  knockback, binary resist) and then turn into a Phoenix egg. This egg has  ~70k HP and must quickly be killed, else it spawns a new Phoenix after  15 seconds.</p>
<p><a id="Pyroblast" rel="nofollow" name="Pyroblast"></a></p>
<h4>Pyroblast</h4>
<p>Every 60 seconds Kael&#8217;thas casts an invariable sequence of Shock Barrier, 3 successive Pyroblasts and Arcane Disruption.</p>
<p>Even with all the possible mitigations in effect, Pyroblast deals up to 23,265 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage. Tanks with the [Phaseshift Bulwark] can use it to absorb one Pyroblast. If the damage dealers are up to it,  the best course of action is to burn down the shield fast enough to  interrupt the second pyroblast. Failing this, a tank with ~20k HP can  just barely survive one pyroblast (with the Infernal Protection buff  from the [Cosmic Infuser], a <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">Fire</a> Protection Potion or Nightmare Seed and PW:Shield). If a raid consistently fails to interrupt the second  pyroblast, it&#8217;s possible to have the tank eat the first one and absorb  the second. This gives the healers enough time to bring the tank up to  survive the immediately following arcane disruption. The third pyroblast  can always be interrupted, because the shock barrier autmatically wears  off after 10 seconds, which leaves a 2 second window for the interrupt.</p>
<p><a id="Event_Cycle" rel="nofollow" name="Event_Cycle"></a></p>
<h4>Event Cycle</h4>
<p>In summary, there&#8217;s a 60 second rotation which takes place over the entire phase:</p>
<p>[0sec]-&gt;[20sec](MC + Arcane Disruption)-&gt;[40sec](Phoenix +  MC + Arcane Disruption)-&gt;[60sec](Shock Barrier + 3 Pyroblasts +  Arcane Disruption).</p>
<p>Flamestrike can happen all the time.</p>
<p><a id="Phase_5:_True_Power" rel="nofollow" name="Phase_5:_True_Power"></a></p>
<h3>Phase 5: True Power</h3>
<p>Once Kael&#8217;thas&#8217; health reaches 50%, he does a short cutscene and  becomes invulnerable for a while. During this time, all remaining  Phoenixes and their eggs should be killed. With unlucky timing it&#8217;s  possible that he reaches 50% just as he begins a pyroblast cycle, and  thus become invulnerable (and truly uninterruptible) while casting 3  pyroblasts. Although this is a rare event, it doesn&#8217;t hurt to pay  attention to this possibility, and slow down some DPS if it could occur.</p>
<p><a id="Gravity_Lapse" rel="nofollow" name="Gravity_Lapse"></a></p>
<h4>Gravity Lapse</h4>
<p>In Phase 5, he no longer uses Mind Control and Pyroblast, instead he  regularly casts a combination of Gravity Lapse, Nether Vapor and Nether  Beam. Gravity Lapse teleports the entire raid to Kael&#8217;thas&#8217; position and  up in the air from there. In order to avoid the Nether Vapor debuff and  Nether Beam chaining, the raid must move away from Kael and spread out,  best in three dimensions. Near the end of the 30 sec duration, people  should try to keep close to the ground to minimize falling damage, but  must not get too low, else they take damage and get launched back up  high in the air.</p>
<p>Kael&#8217;thas continuously uses Shock Barrier during a Gravity Lapse,  and the phoenixes go into a kind of evade mode. There&#8217;s no point in  trying to deal damage during that time.</p>
<p>At the end of a Gravity Lapse, Kael&#8217;thas and the phoenixes return to their prior targets, there&#8217;s no aggro drop. Mages should Counterspell Kael&#8217;s first Fireball so that he runs to the MT. The raid should  initially be careful with DPS because the tank needs to build some rage  first. This is a good opportunity to burn down the phoenix and his egg.</p>
<p><a id="Enrage" rel="nofollow" name="Enrage"></a></p>
<h4>Enrage</h4>
<p>Kael&#8217;thas has no built-in hard enrage timer. The only problem is that  the legendary weapons looted in phase 2 despawn 15 minutes after  acquiring them. It&#8217;s possible to bring him down using normal equipment,  but the Arcane Disruptions cause the healers to run out of mana sooner  or later.</p>
<p><a id="Notes" rel="nofollow" name="Notes"></a></p>
<h3>Notes</h3>
<p>It is a good idea to use Heroism/Bloodlust prior to Phase 4, so that Kael&#8217;thas can&#8217;t buff himself when mind  controling a shaman. Some raids prefer to go all-out at the start of  Phase 2, others wait until Phase 3.</p>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: ??</div>
</li>
<li>
<div>Classification: Boss</div>
</li>
<li>
<div>React: A H</div>
</li>
<li>
<div>Health: 2,549,400</div>
</li>
<li>
<div>Mana: 1,693,500</div>
</li>
<li>
<div>Added in patch 2.2.0</div>
</li>
<li>
<div>Last seen in patch 3.1.0</div>
</li>
</ul>
</div>


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		<title>High Astromancer Solarian</title>
		<link>http://www.wowction.com/2010/07/21/high-astromancer-solarian/</link>
		<comments>http://www.wowction.com/2010/07/21/high-astromancer-solarian/#comments</comments>
		<pubDate>Wed, 21 Jul 2010 23:47:13 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Burning Crusade]]></category>
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		<guid isPermaLink="false">http://www.wowction.com/?p=2267</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><strong>High Astromancer Solarian</strong> is the third boss of <a href="http://www.wowction.com/tag/the-eye/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with the Eye">the Eye</a> 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.)</p>

<a href='http://www.wowction.com/2010/07/21/high-astromancer-solarian/high-astromancer-solarian-wow-1/' title='High Astromancer Solarian'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/high-astromancer-solarian-wow-1-150x150.jpg" class="attachment-thumbnail" alt="High Astromancer Solarian" title="High Astromancer Solarian" /></a>
<a href='http://www.wowction.com/2010/07/21/high-astromancer-solarian/high-astromancer-solarian-wow/' title='High Astromancer Solarian'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/high-astromancer-solarian-wow-150x150.jpg" class="attachment-thumbnail" alt="High Astromancer Solarian" title="High Astromancer Solarian" /></a>

<p><span id="more-2267"></span></p>
<p>Non elite Adds (Agents):</p>
<ul>
<li> 30,000 Health</li>
<li> 1500 damage on cloth</li>
</ul>
<p>Elite Adds (Priests):</p>
<ul>
<li> 80,000 Health</li>
<li> 300 damage on cloth</li>
</ul>
<h3 id="tips">Tips</h3>
<ul>
<li>
<div>Much like the Baron Geddon encounter, raid members must be quick to react to the Wrath of the  Astromancer debuff and run away from the raid to avoid unnecessary  damage.</div>
</li>
<li>
<div>Proper add control during her teleport is crucial. The adds are not elite and can be nuked down with area of effect spells.</div>
</li>
<li>
<div>The Solarium Priests can heal themselves as well as Solarian. Thus they must be kept stunned / silenced until they are dead.</div>
</li>
<li>
<div>The Void Walker phase can usually be won with only a handful of raid members alive since her damage output drops dramatically.</div>
</li>
</ul>
<h2>Abilities</h2>
<ul>
<li><strong>Wrath of the Astromancer</strong>: Bomb-style Debuff placed on a random <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a></li>
<li><strong>Arcane Missiles</strong>: 3 times 3000 arcane damage on random <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>, not interruptible</li>
<li><strong>Blinding Light</strong>: 2500 arcane aoe damage to the whole raid. 20 second cooldown.</li>
<li>Every 50 seconds Solarian disappears, summons non-elite adds, and returns after 15 seconds with two elite priest adds.</li>
</ul>
<h2>Raid composition and gear</h2>
<p>Since most of the damage dealt to the raid is arcane, some arcane  resistance will help. It&#8217;s a good idea if everybody brings their Violet Badge. Players should not nerf themselves to obtain high amounts of resistance though.</p>
<p>Melee damage dealers are very effective because while Solarian is  continuously spamming some spells, she can&#8217;t dodge. During the adds  phase, the tanks have to control 15 mobs, thus some solid AoE tanking is required. A good <a href="http://www.wowction.com/tag/paladin/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with paladin">paladin</a> tank can be quite valuable here.</p>
<h2>Phase One</h2>
<p>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.</p>
<p><a id="Wrath_of_the_Astromancer" rel="nofollow" name="Wrath_of_the_Astromancer"></a></p>
<h3>Wrath of the Astromancer</h3>
<p>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.</p>
<p><strong>Raid members receiving the debuff must immediately get clear from all other raid members</strong>. This is the single most important aspect of this fight. If people are slow in noticing they are the bomb, then the <a href="http://www.wowction.com/tag/addon/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with addon">addon</a> SolarianAlarm which turns the entire screen blue for those with the debuff, may be helpful.</p>
<p>Note: A Rogue&#8217;s Cloak of Shadows and a <a href="http://www.wowction.com/tag/paladin/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with paladin">Paladin</a>&#8217;s Divine Shield no longer trigger the explosion instantly, so using these abilities is now perfectly safe.</p>
<p><a id="Arcane_Missiles" rel="nofollow" name="Arcane_Missiles"></a></p>
<h3>Arcane Missiles</h3>
<p>Most of the time, Solarian busies herself with spamming Arcane  Missiles. Since they deal a substantial amount of damage, it&#8217;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  <a href="http://www.wowction.com/tag/solarians/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Solarians">Solarians</a> current <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>. It&#8217;s rather risky to use slow heals here.</p>
<p>Shamans should keep up four totems at all times, since the arcane missiles do <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> them, and pop Heroism/Bloodlust early.</p>
<p>example macro for paladins (just spam this when Solarian is casting missiles)</p>
<pre>/<a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> High Astromancer Solarian
/assist
/cast Flash of Light(rank7)
</pre>
<p>similar example macro for priests:</p>
<pre>/<a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> High Astromancer Solarian
/assist
/cast Flash Heal
</pre>
<p>or more elegantly formatted: (Solarian is <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>)</p>
<pre>/<a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> High Astromancer Solarian
/cast [help,nodead][<a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>=targettarget,help,nodead] Flash of Light(rank 7)
</pre>
<p>or a focus version: (Solarian is focus, nice if you change targets frequently while healing group)</p>
<pre>/focus High Astromancer Solarian
/cast [help,nodead][<a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>=focustarget,help,nodead] Flash of Light(rank 7)
</pre>
<h2>Phase Two</h2>
<p>Every 50 seconds, Solarian disappears and 12-15 non-elite adds spawn  from three &#8220;light portals&#8221;. After 15 seconds, she re-appears together  with two elite priest adds, and Phase 1 starts again.</p>
<p>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.</p>
<p>This need for high speed puts the AoE damage dealers at a high  risk &#8211; they cannot allow a lot of time for the tanks to build aggro (but  still need to do so, else they&#8217;ll die right away).</p>
<p>After 15 seconds, Solarian and two priest adds spawn from the  beams of light. It&#8217;s possible to determine from which beam the boss  spawns &#8211; it&#8217;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.</p>
<p>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.</p>
<h2>Phase Three</h2>
<p>When <a href="http://www.wowction.com/tag/solarians/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Solarians">Solarians</a> health hits 20%, the fight turns into a simple &#8220;tank  and spank&#8221; 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).</p>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: ??</div>
</li>
<li>
<div>Classification: Boss</div>
</li>
<li>
<div>React: A H</div>
</li>
<li>
<div>Health: 2,124,500</div>
</li>
<li>
<div>Mana: 254,025</div>
</li>
<li>
<div>Added in patch 2.2.0</div>
</li>
<li>
<div>Last seen in patch 3.1.1</div>
</li>
</ul>
</div>


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		<title>Al&#8217;ar, Phoenix God</title>
		<link>http://www.wowction.com/2010/07/21/alar-phoenix-god/</link>
		<comments>http://www.wowction.com/2010/07/21/alar-phoenix-god/#comments</comments>
		<pubDate>Wed, 21 Jul 2010 23:37:10 +0000</pubDate>
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		<guid isPermaLink="false">http://www.wowction.com/?p=2258</guid>
		<description><![CDATA[Al&#8217;ar is the first seen boss of the Eye in Tempest Keep. This boss is more often than not skipped at first and attempted after Void Reaver because of Void Reaver&#8217;s lesser difficulty. Lore Al&#8217;ar is Kael&#8217;thas Sunstrider&#8217;s precious pet phoenix that he cares for deeply. His children also serve Kael&#8217;thas. As with all phoenixes, [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Al&#8217;ar</strong> is the first seen boss of <a href="http://www.wowction.com/tag/the-eye/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with the Eye">the Eye</a> in Tempest Keep. This boss is more often than not skipped at first and attempted after Void Reaver because of Void Reaver&#8217;s lesser difficulty.</p>

<a href='http://www.wowction.com/2010/07/21/alar-phoenix-god/alar-phoenix-god-wow-5/' title='Al&#039;ar, Phoenix God'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/alar-phoenix-god-wow-5-150x150.jpg" class="attachment-thumbnail" alt="Al&#039;ar, Phoenix God" title="Al&#039;ar, Phoenix God" /></a>
<a href='http://www.wowction.com/2010/07/21/alar-phoenix-god/alar-phoenix-god-wow/' title='Al&#039;ar, Phoenix God'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/alar-phoenix-god-wow-150x150.jpg" class="attachment-thumbnail" alt="Al&#039;ar, Phoenix God" title="Al&#039;ar, Phoenix God" /></a>
<a href='http://www.wowction.com/2010/07/21/alar-phoenix-god/alar-phoenix-god-wow-2/' title='Al&#039;ar, Phoenix God'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/alar-phoenix-god-wow-2-150x150.jpg" class="attachment-thumbnail" alt="Al&#039;ar, Phoenix God" title="Al&#039;ar, Phoenix God" /></a>
<a href='http://www.wowction.com/2010/07/21/alar-phoenix-god/alar-phoenix-god-wow-3/' title='Al&#039;ar, Phoenix God'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/alar-phoenix-god-wow-3-150x150.jpg" class="attachment-thumbnail" alt="Al&#039;ar, Phoenix God" title="Al&#039;ar, Phoenix God" /></a>
<a href='http://www.wowction.com/2010/07/21/alar-phoenix-god/alar-phoenix-god-wow-4/' title='Al&#039;ar, Phoenix God'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/alar-phoenix-god-wow-4-150x150.jpg" class="attachment-thumbnail" alt="Al&#039;ar, Phoenix God" title="Al&#039;ar, Phoenix God" /></a>

<p><span id="more-2258"></span></p>
<h2>Lore</h2>
<p>Al&#8217;ar is Kael&#8217;thas Sunstrider&#8217;s precious pet phoenix that he cares for deeply. His children also serve Kael&#8217;thas. As with  all phoenixes, he is reborn from his own ashes, so adventurers wishing  to take him down may have to do so more than once&#8230;</p>
<h2>Abilities</h2>
<p><a id="Both_Phases" rel="nofollow" name="Both_Phases"></a></p>
<h3>Both Phases</h3>
<ul>
<li><strong>Flame Buffet</strong>: Stackable debuff incurred every 1.5s that  causes 2000 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage and increases <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage taken by 10% per  debuff. Lasts 10 seconds.  Cannot be avoided by line of sight. <em>This is only cast if the person with the highest threat isn&#8217;t within melee range</em></li>
</ul>
<p>Sometimes Al&#8217;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.</p>
<p><a id="Phase_1" rel="nofollow" name="Phase_1"></a></p>
<h3>Phase 1</h3>
<ul>
<li><strong>Flame Quills</strong>: Occasionally, Al&#8217;ar will fly to the center  of the room instead of switching platforms.  Al&#8217;ar then launches quills  that hit anyone on the platforms or the outer part of the ramps. Deals  ~8k <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">Fire</a> damage per second, for several seconds. <em>Unknown cooldown</em></li>
<li> <strong>Ember Blast</strong>: Explodes upon &#8216;death&#8217;, knocking back any  player in range (~15 yards).  Deals ~10k <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage, and an additional  ~1000 fall damage.  Used just before transitioning to Phase 2.</li>
</ul>
<p><a id="Phase_2" rel="nofollow" name="Phase_2"></a></p>
<h3>Phase 2</h3>
<ul>
<li><strong>Rebirth</strong>: ~5000 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> 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&#8217;ar also uses  this ability at the start of Phase 2, when resurrecting in the center of  the room.</li>
<li><strong>Dive Bomb</strong>: Al&#8217;ar flies up, and targets the ground  beneath a random player.  Al&#8217;ar then crashes into the ground at that  location.  This deals ~5000 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage, and spawns two <strong>Ember of Al&#8217;ar</strong> adds.  Al&#8217;ar then uses <strong>Rebirth</strong> at that location.  30 second cooldown.</li>
<li><strong>Flame Patch</strong>: Spawns under a randomly targeted player,  deals ~3000 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage per tick, and applies a stackable debuff similar  to Flame Buffet</li>
<li><strong>Melt Armor</strong>: <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">Target</a>&#8217;s armor is reduced by 80% for 60 seconds, tanks must taunt immediately when this happens. 60s cooldown.</li>
<li><strong>Berserk</strong>: Al&#8217;ar&#8217;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.</li>
</ul>
<p><a id="Ember_of_Al.27ar" rel="nofollow" name="Ember_of_Al.27ar"></a></p>
<h3>Ember of Al&#8217;ar</h3>
<ul>
<li> ~70,000 health.</li>
<li> Hit for ~1500 damage.</li>
<li> One is spawned after each position change in Phase 1, and two are spawned after each Dive Bomb in Phase 2.</li>
<li> Each time one is destroyed, Al&#8217;ar&#8217;s health is drained by 2% of max health.</li>
<li> <strong>Ember Blast</strong>: Explodes upon death, knocking back any  player in range (~15 yards).  Deals ~7000 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage, and an additional  ~1000 fall damage.</li>
<li> Can be stunned.  Immune to all other forms of Crowd Control.</li>
</ul>
<h2>Strategy</h2>
<p>This is a heavy mobility fight. Contrary to popular belief, no amount  of <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> 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. <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">Fire</a> protection  potions are helpful if their use is timed properly.</p>
<p><a id="Phase_I" rel="nofollow" name="Phase_I"></a></p>
<h3>Phase I</h3>
<p>Phase I is straightforward.</p>
<p>Al&#8217;ar will always fly to the left ramp when pulled. A tank needs to wait there to avoid Flame Buffet.</p>
<p>During this phase it is impossible to draw aggro at range; like Ragnaros,  Al&#8217;ar will not aggro on people outside melee range. Melee can draw  aggro from tanks, however.  Al&#8217;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.</p>
<p><a id="Adds" rel="nofollow" name="Adds"></a></p>
<h4>Adds</h4>
<p>Al&#8217;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&#8217;d down as soon as possible to  keep the total number of spawned adds to a minimum. The adds do not deal  much damage but explode on death for a significant amount of <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a>  damage (healers should be prepared to respond as the adds approach  death). They are immune to crowd control and <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage.</p>
<p>The adds will generally fly to the healers, particularly if a  <a href="http://www.wowction.com/tag/paladin/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with paladin">paladin</a> 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&#8217;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.</p>
<p><a id="Flame_Quills" rel="nofollow" name="Flame_Quills"></a></p>
<h4>Flame Quills</h4>
<p>Occasionally when leaving a platform, Al&#8217;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  <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> 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&#8217;ar is about to leave a  platform, rotate the camera appropriately to keep an eye on the  movement. Don&#8217;t just run blindly to the next platform, wait a bit to see  where exactly Al&#8217;ar goes next.</p>
<p>Once the Quill ends, Al&#8217;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&#8217;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&#8217;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&#8217;ar if the tank is having trouble getting to the platform in time to  minimize buffets.</p>
<p>Between handling adds and avoiding the Flame Quills, heavy DPS  needs to be put out on the boss. In an ideal scenario, Al&#8217;ar should die  within 2-3 flight cycles.</p>
<p><a id="Keeping_the_Adds" rel="nofollow" name="Keeping_the_Adds"></a></p>
<h4>Keeping the Adds</h4>
<p>Alternatively, you can &#8220;save&#8221; 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 <a href="http://www.wowction.com/tag/paladin/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with paladin">Paladin</a> tank, they can solo the adds from phase 1 to 10%-20%  by spamming <a href="http://www.wowction.com/tag/consecration/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with consecration">Consecration</a> 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&#8217;ar has respawned at the  start of phase 2, use AoE to kill all the adds simultaneously, and  Al&#8217;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 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">Fire</a> Protection Potion before the first add explodes, to avoid high peak damage.</p>
<p><a id="Phase_II" rel="nofollow" name="Phase_II"></a></p>
<h3>Phase II</h3>
<p>Phase II begins right after Al&#8217;ar reaches 0%. At this point it will  explode for ~5000 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage with AoE knockback and reappear roughly at  the center of the room, where it will cast a powerful AoE knockback  with <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> 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&#8217;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&#8217;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&#8217;ar if no adds exist.</p>
<p>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 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> trails as soon as  possible. Al&#8217;ar can charge people for 5000 damage leaving them  momentarily stunned.  It usually flies back to its previous <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> but  can sometimes remain next to the charged <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> and cast flame buffet  until taunted.</p>
<p>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&#8217;ar&#8217;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&#8217;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.</p>
<p>Last but not least, while airborne, it will cast Dive Bomb on a  seemingly random <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>. The Meteor does about ~5000 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage on a  single <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> and should be survivable or avoided by running from the  area. Using consumables/abilities that can mitigate this sort of damage  (<a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> protection potions, ice barrier, mana shield, barkskin etc) is  also recommended. People should be aware of the fact that Al&#8217;ar spawns  with an AoE <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> 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&#8217;ar spawns roughly 2 seconds afterwards, giving a  small window to pull the adds out without accidentally hitting or  taunting Al&#8217;ar. Failure to do so will result in them being knocked  across the room taking both <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage and potentially some falling  damage.  Also be sure to <strong>NOT</strong> kill adds during a meteor or Al&#8217;ar won&#8217;t take the 2% damage from its death.</p>
<p>Note: Everyone should stay off the ramps and in the room  completely, if Al&#8217;ar targets a person for Dive Bomb while they are on  the ramps, Al&#8217;ar will evade glitch and go back to full health.</p>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: ??</div>
</li>
<li>
<div>Classification: Boss</div>
</li>
<li>
<div>React: A H</div>
</li>
<li>
<div>Health: 2,124,640</div>
</li>
<li>
<div>Added in patch 2.2.0</div>
</li>
<li>
<div>Last seen in patch 3.1.0</div>
</li>
</ul>
</div>


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		<title>Void Reaver</title>
		<link>http://www.wowction.com/2010/07/21/void-reaver/</link>
		<comments>http://www.wowction.com/2010/07/21/void-reaver/#comments</comments>
		<pubDate>Wed, 21 Jul 2010 23:27:06 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.wowction.com/?p=2248</guid>
		<description><![CDATA[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 nickname &#8220;Loot Reaver.&#8221; The only pre-condition is that the raid&#8217;s total DPS be high enough to kill [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Void Reaver</strong> is the second boss in <a href="http://www.wowction.com/tag/the-eye/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with the Eye">the Eye</a> 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 nickname &#8220;Loot Reaver.&#8221; The only pre-condition is  that the raid&#8217;s total DPS be high enough to kill it prior to its enrage  (after 10 minutes).</p>

<a href='http://www.wowction.com/2010/07/21/void-reaver/void-reaver-wow-4/' title='Void Reaver'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/void-reaver-wow-4-150x150.jpg" class="attachment-thumbnail" alt="Void Reaver" title="Void Reaver" /></a>
<a href='http://www.wowction.com/2010/07/21/void-reaver/void-reaver-wow/' title='Void Reaver'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/void-reaver-wow-150x150.jpg" class="attachment-thumbnail" alt="Void Reaver" title="Void Reaver" /></a>
<a href='http://www.wowction.com/2010/07/21/void-reaver/void-reaver-wow-2/' title='Void Reaver'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/void-reaver-wow-2-150x150.jpg" class="attachment-thumbnail" alt="Void Reaver" title="Void Reaver" /></a>
<a href='http://www.wowction.com/2010/07/21/void-reaver/void-reaver-wow-3/' title='Void Reaver'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/void-reaver-wow-3-150x150.jpg" class="attachment-thumbnail" alt="Void Reaver" title="Void Reaver" /></a>

<p><span id="more-2248"></span></p>
<h3 id="general-tips">General Tips</h3>
<ul>
<li>
<div>Void  Reaver should be tanked in the middle of his room, with the rest of the  raid spread out in a circle around him. This maximizes available space  and travel time for the arcane orbs.</div>
</li>
<li>
<div>Players should  be kept at full health so they can survive a 6300+ maximum damage arcane  orb (for ranged classes) or a 6750+ maximum damage pounding</div>
</li>
<li>
<div>Due  to the aggro reduction by his Knockback ability, the main tank will  lose aggro eventually, to one of the offtanks, who will in turn lose  aggro on Knockback. With 4 tanks, the first tank should have enough time  to rebuild aggro before the 4th tank is punted and loses aggro. This  tank rotation will continue until Void Reaver dies. Note that Void  Reaver is not tauntable.</div>
</li>
<li>
<div>As with other mechanical mobs, Void Reaver is immune to health-draining effects such as Drain Life, and Death Coil. He is also immune to poisons.</div>
</li>
<li>
<div>Melee  may run out during pounding to avoid the damage, but doing so results  in lost DPS and comes with the risk of being targeted by arcane orb. It  may instead be advisable to equip some arcane resistance gear and have  the healers keep melee alive.</div>
</li>
<li>
<div>Void Reaver can be reset by running out of the room.</div>
</li>
</ul>
<h2>Lore</h2>
<p>Void Reaver is a fel reaver built by the Burning Legion and taken by Kael&#8217;thas Sunstrider as a guardian for his palace. He now resides in <a href="http://www.wowction.com/tag/the-eye/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with the Eye">The Eye</a>, awaiting the daring adventurers who are brave (or foolish) enough to enter the realm of the blood elves.</p>
<h2>Abilities</h2>
<ul>
<li> <strong>Melee</strong>: 3000-4000 on tanks.</li>
<li> <strong>Pounding</strong>: 18 yard AoE around the Void Reaver, 3 sec channel, 1350-2250 arcane damage per sec (resistible), and 12 sec. cooldown.</li>
<li> <strong>Arcane Orb</strong>: 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.</li>
<li> <strong>Knock Away</strong>: Single <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">Target</a> knock back vs. the highest  aggro <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>, reduces aggro, and 30 sec cooldown. Can miss, be dodged,  or parried to avoid the threat reduction.</li>
<li> <strong>Enrage</strong>: Wipes the raid after 10 minutes.</li>
<li>Cannot be taunted.</li>
<li>Immune to health-draining effects (e.g. Drain Life, Siphon Life, and Death Coil).</li>
<li>Immune to poisons and mana drain.</li>
<li>Not immune to bleed effects.</li>
</ul>
<h2>Positioning</h2>
<p>The melee group fights in the center of the room.</p>
<p>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 &#8211; 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.</p>
<h2>Combat</h2>
<p>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.</p>
<p>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.</p>
<p>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&#8217; Lucky Pocketwatch can  aid in this.</p>
<p><a id="Arcane_Orb" rel="nofollow" name="Arcane_Orb"></a></p>
<h3>Arcane Orb</h3>
<p>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 move 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.</p>
<p>Ranged dps should use their Maximum Camera Distance setting and  look more up into the sky than usual. Early accurate recognition of the  threatening Orbs is important for this fight. Ranged dps may want to  use, &#8220;strafe moving&#8221; 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&#8217;s binary spell damage. All players should have the buff, Mark of the Wild. Mage&#8217;s Ice Block appears to effectively cancel an Orb&#8217;s damage.</p>
<p>Note (1-28-2008): Currently the graphics do not match the  explosion.  The explosion will go off before the graphic &#8220;hits&#8221;.  It is  best to begin moving within the first second, so as to be well out of  range.</p>
<p>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.<sup id="cite_ref-0">[1]</sup></p>
<p>As of Patch 2.4.3 there&#8217;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.</p>
<p><a id="Pounding" rel="nofollow" name="Pounding"></a></p>
<h3>Pounding</h3>
<div>
<div></div>
</div>
<p>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.</p>
<p>If the healers are not up to that challenge, it&#8217;s possible to  avoid the Pounding damage by running out of it. The Void Reavers hit box  is nearly as large as the Pounding&#8217;s AoE, stepping out of the damage  doesn&#8217;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.</p>
<p><a id="Aggro" rel="nofollow" name="Aggro"></a></p>
<h3>Aggro</h3>
<p>Since the fight is on a 10 minute 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 &#8211; the more tanks the higher the threat that can be generated as every tank takes fewer knockbacks.</p>
<h2>Alternate Tactic</h2>
<p>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&#8217;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.</p>
<p>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&#8217;t get too close to  melee, which will instantly lead to a wipe.</p>
<p>The advantages of this method are; DPSers don&#8217;t have to move and  can just continue nuking, and healers don&#8217;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&#8217;s likely to cause a wipe.</p>
<h2>Notes</h2>
<ul>
<li>A hunters pet with maxed arcane resistance can stay on the boss all the time and easily be healed with mend pet.</li>
<li>The fight can be reset by running out of the room.</li>
<li>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.</li>
<li> Using the <code>/script SetCVar ("cameraDistancemax" ,50)</code> maximizes your camera distance beyond that of the default limit making the orbs much easier to see.</li>
</ul>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: ??</div>
</li>
<li>
<div>Classification: Boss</div>
</li>
<li>
<div>React: A H</div>
</li>
<li>
<div>Health: 3,186,750</div>
</li>
<li>
<div>Mana: 3,387</div>
</li>
<li>
<div>Added in patch 2.2.0</div>
</li>
<li>
<div>Last seen in patch 3.1.0</div>
</li>
</ul>
</div>


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		<title>Tempest Keep</title>
		<link>http://www.wowction.com/2010/07/21/tempest-keep/</link>
		<comments>http://www.wowction.com/2010/07/21/tempest-keep/#comments</comments>
		<pubDate>Wed, 21 Jul 2010 23:15:36 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Burning Crusade]]></category>
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		<category><![CDATA[Raids]]></category>
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		<category><![CDATA[former naaru fortress]]></category>
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		<guid isPermaLink="false">http://www.wowction.com/?p=2238</guid>
		<description><![CDATA[Tempest Keep is a former naaru fortress in the Netherstorm in Outland. This crystalline fortress is now ruled by Kael&#8217;thas Sunstrider, the lord of the blood elves, and dominated by scores of his brethren. The structure is divided into three wings &#8211; satellites of the gigantic structure &#8211; with the fourth wing, the Exodar, now [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Tempest Keep</strong> is a former naaru fortress in the <a href="http://www.wowction.com/tag/netherstorm/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Netherstorm">Netherstorm</a> in Outland. This crystalline fortress is now ruled by Kael&#8217;thas Sunstrider, the lord of the blood elves,  and dominated by scores of his brethren. The structure is divided into  three wings &#8211; satellites of the gigantic structure &#8211; with the fourth  wing, the Exodar, now in the world of Azeroth as the Draenei capital.</p>

<a href='http://www.wowction.com/2010/07/21/tempest-keep/tempest-keep-wow-4/' title='Tempest Keep'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/tempest-keep-wow-4-150x150.jpg" class="attachment-thumbnail" alt="Tempest Keep" title="Tempest Keep" /></a>
<a href='http://www.wowction.com/2010/07/21/tempest-keep/tempest-keep-map/' title='Tempest Keep Loading'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/tempest-keep-map-150x150.jpg" class="attachment-thumbnail" alt="Tempest Keep" title="Tempest Keep Loading" /></a>
<a href='http://www.wowction.com/2010/07/21/tempest-keep/tempest-keep-wow/' title='Tempest Keep'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/tempest-keep-wow-150x150.jpg" class="attachment-thumbnail" alt="Tempest Keep" title="Tempest Keep" /></a>
<a href='http://www.wowction.com/2010/07/21/tempest-keep/tempest-keep-wow-2/' title='Tempest Keep'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/tempest-keep-wow-2-150x150.jpg" class="attachment-thumbnail" alt="Tempest Keep" title="Tempest Keep" /></a>
<a href='http://www.wowction.com/2010/07/21/tempest-keep/tempest-keep-wow-3/' title='Tempest Keep'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/tempest-keep-wow-3-150x150.jpg" class="attachment-thumbnail" alt="Tempest Keep" title="Tempest Keep" /></a>

<p><span id="more-2238"></span></p>
<p>The three remaining wings are differentiated by the different color themes:</p>
<ul>
<li>Botanica: Light blue</li>
<li>Arcatraz: Red</li>
<li>Mechanar: Light purple</li>
</ul>
<h2 id="optional-attunement">Optional Attunement</h2>
<p><em>Note: As of June  19, 2007 there is no longer an attunement for <a href="http://www.wowction.com/tag/the-eye/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with the Eye">The Eye</a>.  The quests have  been kept in the game for lore and challenge of the quest line.</em></p>
<ol>
<li>
<div>Complete the quest line that begins with The Hand of Gul&#8217;dan (alliance / horde), and finishes with The Cipher of Damnation.</div>
</li>
<li>
<div>Once you have completed that section of the quest line you will receive an in-game mail from Khadgar in Shattrath City.</div>
</li>
<li>
<div>Accept the three quests Khadgar gives you, Trial of the Naaru: Mercy, Trial of the Naaru: Strength and Trial of the Naaru: Tenacity.</div>
</li>
<li>
<div>Complete Shattered Halls, Shadow Labyrinth, The Steamvault and The Arcatraz on Heroic mode.</div>
</li>
<li>
<div>Return to Khadgar and accept Trial of the Naaru: Magtheridon.</div>
</li>
<li>
<div>Slay Magtheridon in Magtheridon&#8217;s Lair.</div>
</li>
<li>
<div>Return to Khadgar and receive your The <a href="http://www.wowction.com/tag/tempest-key/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Tempest Key">Tempest Key</a>.</div>
</li>
</ol>
<h2>Summary</h2>
<ul>
<li><strong>Layout:</strong> Three 5-man wings, One 25-man raid
<ul>
<li><strong>The Mechanar</strong> (Level 69-72 mobs).
<ul>
<li><strong>First Layer Bosses</strong>: Gatewatcher Gyro-Kill, Gatewatcher Iron-Hand, Mechano-Lord Capacitus</li>
<li><strong>Second Layer Bosses</strong>: Nethermancer Sepethrea, Pathaleon the Calculator</li>
</ul>
</li>
<li><strong>The Botanica</strong> (Level 70-72 mobs).
<ul>
<li><strong>Bosses:</strong> Commander Sarannis, High Botanist Freywinn, Thorngrin the Tender, Laj, Warp Splinter</li>
</ul>
</li>
<li><strong>The Arcatraz</strong> (Level 70-72 mobs)
<ul>
<li><strong>Bosses:</strong> Zereketh the Unbound, Wrath-Scryer Soccothrates, Dalliah the Doomsayer, Warden Mellichar Event. The Warden Mellichar Event include the spawn of: random boss (70+) &#8211; Millhouse Manastorm (friendly gnome) &#8211; random boss (72+) &#8211; random boss (72+)  &#8211; Harbinger Skyriss</li>
</ul>
</li>
<li><strong><a href="http://www.wowction.com/tag/the-eye/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with the Eye">The Eye</a></strong> (25-man raid wing)
<ul>
<li><strong>Bosses:</strong> Al&#8217;ar, Void Reaver, High Astromancer Solarian, Kael&#8217;thas Sunstrider</li>
</ul>
</li>
</ul>
</li>
<li> In order to access the Tempest Keep you will either need a flying mount (druids can use flight form), or as of patch 2.4.0 be summoned from a warlock that is currently inside.</li>
<li> Populated with blood elves.</li>
</ul>
<h2>History</h2>
<p>The mighty Tempest Keep was created by the enigmatic Naaru, sapient beings of pure energy and the sworn enemies of the Burning Legion.  As a base of operations for the Naaru, the structure itself possesses  the technology to teleport through alternate dimensions, traveling from  one location to another in the blink of an eye.</p>
<p>With Outland serving as the strategic battlefront in the ongoing Burning Crusade,  the Naaru used Tempest Keep to reach the shattered land. However, when  the Naaru set out from their stronghold, Prince Kael&#8217;thas and his blood elves quickly raided the dimensional fortress and assumed  control over its satellite structures. Guided by some unknown purpose,  Kael’thas manipulates the keep’s otherworldly technologies, using them  to harness the chaotic energies of the <a href="http://www.wowction.com/tag/netherstorm/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Netherstorm">Netherstorm</a> itself.</p>
<p>Though Kael’thas and his minions maintain a tight hold on the keep, a band of Draenei hijacked one of its satellite structures, the Exodar, and used it to escape Outland. In seeking out other worlds, the Draenei, led by the ancient prophet, Velen,  hoped to find allies who would stand with them against the Legion and  its nihilistic Crusade. The Exodar was damaged in the escape, and  eventually crashlanded on Azeroth.</p>
<h2>Functioning</h2>
<p>Tempest Keep can be accurately described as an enchanted fortress.  It has the ability to Travel along the Twisting Nether &#8211; a realm of intense energy that links all the worlds of the Great Dark together.  This is where the term &#8220;inter-dimensional&#8221; comes from.  A  &#8220;space ship&#8221; would simply traverse the distance of the great dark from  point A to point B.  Tempest keep uses the Twisting nether to travel  almost instantaneously from place to place.  In essence, it is a  self-contained Dark Portal which operates on the same principle.</p>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Automatic resurrection</div>
</li>
<li>
<div>Territory: Contested</div>
</li>
<li>
<div>Instance type: Raid</div>
</li>
<li>
<div>Number of players: 25</div>
</li>
<li>
<div>Location: <a href="http://www.wowction.com/tag/netherstorm/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Netherstorm">Netherstorm</a></div>
</li>
<li>
<div>Final boss: Kael&#8217;thas Sunstrider</div>
</li>
</ul>
</div>


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		<title>Zul&#8217;jin</title>
		<link>http://www.wowction.com/2010/07/20/zuljin/</link>
		<comments>http://www.wowction.com/2010/07/20/zuljin/#comments</comments>
		<pubDate>Wed, 21 Jul 2010 02:01:41 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Burning Crusade]]></category>
		<category><![CDATA[Guides]]></category>
		<category><![CDATA[Raids]]></category>
		<category><![CDATA[About]]></category>
		<category><![CDATA[Amani]]></category>
		<category><![CDATA[Amani forest]]></category>
		<category><![CDATA[AoE]]></category>
		<category><![CDATA[Bear]]></category>
		<category><![CDATA[Bear Form]]></category>
		<category><![CDATA[blessing]]></category>
		<category><![CDATA[chieftain]]></category>
		<category><![CDATA[Cleanse]]></category>
		<category><![CDATA[cloak of shadows]]></category>
		<category><![CDATA[crusader]]></category>
		<category><![CDATA[Death]]></category>
		<category><![CDATA[DPS]]></category>
		<category><![CDATA[Dragonhawk]]></category>
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		<category><![CDATA[dwarven]]></category>
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		<category><![CDATA[fire damage]]></category>
		<category><![CDATA[first]]></category>
		<category><![CDATA[From]]></category>
		<category><![CDATA[gear]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[healer]]></category>
		<category><![CDATA[healers]]></category>
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		<category><![CDATA[horde]]></category>
		<category><![CDATA[Last]]></category>
		<category><![CDATA[main tank]]></category>
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		<category><![CDATA[patch 3.1.0]]></category>
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		<category><![CDATA[Target]]></category>
		<category><![CDATA[Threat]]></category>
		<category><![CDATA[Time]]></category>
		<category><![CDATA[Troll]]></category>
		<category><![CDATA[trolls]]></category>
		<category><![CDATA[Vortex]]></category>
		<category><![CDATA[Wall]]></category>
		<category><![CDATA[warrior]]></category>
		<category><![CDATA[world of warcraft]]></category>
		<category><![CDATA[Zul'Aman]]></category>
		<category><![CDATA[Zul'jin]]></category>

		<guid isPermaLink="false">http://www.wowction.com/?p=2229</guid>
		<description><![CDATA[Zul&#8217;jin (aka Zuljin) is a warlord of the Amani forest trolls and has been chieftain of the Amani tribe since before the Second War. Zul&#8217;jin and the Amani tribe were allied with the orcish Horde for the duration of the Second War, but Zul&#8217;jin himself was captured near its end by the Alliance. Upon gaining [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Zul&#8217;jin</strong> (aka <strong>Zuljin</strong>) is a warlord of the Amani forest  trolls and has been chieftain of the Amani  tribe since before the Second War. Zul&#8217;jin and the Amani tribe were  allied with the orcish Horde for the duration of the Second War, but Zul&#8217;jin  himself was captured near its end by the Alliance.  Upon gaining his freedom he went into hiding to rebuild his army and  plan an attack on the remnants of the high elves, now known as blood elves, only to find them allied with the  Horde.</p>

<a href='http://www.wowction.com/2010/07/20/zuljin/zuljin-wow-6/' title='Zuljin'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/zuljin-wow-6-150x150.jpg" class="attachment-thumbnail" alt="ZuljinZuljin" title="Zuljin" /></a>
<a href='http://www.wowction.com/2010/07/20/zuljin/zuljin-wow/' title='Zuljin'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/zuljin-wow-150x150.jpg" class="attachment-thumbnail" alt="Zuljin" title="Zuljin" /></a>
<a href='http://www.wowction.com/2010/07/20/zuljin/zuljin-wow-2/' title='Zuljin'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/zuljin-wow-2-150x150.jpg" class="attachment-thumbnail" alt="Zuljin" title="Zuljin" /></a>
<a href='http://www.wowction.com/2010/07/20/zuljin/zuljin-wow-3/' title='Zuljin'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/zuljin-wow-3-150x150.jpg" class="attachment-thumbnail" alt="Zuljin" title="Zuljin" /></a>
<a href='http://www.wowction.com/2010/07/20/zuljin/zuljin-wow-4/' title='Zuljin'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/zuljin-wow-4-150x150.jpg" class="attachment-thumbnail" alt="Zuljin" title="Zuljin" /></a>
<a href='http://www.wowction.com/2010/07/20/zuljin/zuljin-wow-5/' title='Zuljin'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/zuljin-wow-5-150x150.jpg" class="attachment-thumbnail" alt="Zuljin" title="Zuljin" /></a>

<p><span id="more-2229"></span></p>
<h2>Background</h2>
<p>A fierce forest troll of the Amani  tribe, Zul&#8217;jin&#8217;s ability as a warrior and leader meant that he did  what no other troll has done since the Troll Wars:  unite the warring tribes of Zul&#8217;Aman under a single leader. He was infamous  for his daring raids on the outskirts of Quel&#8217;Thalas,  at a time when trolls had been completely beaten into obscurity by the  high elves. Some say he planned to unite all trolls, but his plans were  quickly put on hold by the events of the Second War.</p>
<h2>Abilities</h2>
<p>Every time his health drops by 20%, he walks to the center of the  platform, switches form, and does a threat wipe. Note that he&#8217;s immune  to Taunt, but Debuffs (and DoTs) remain on him. The use of Misdirection is strongly recommended for every phase change.</p>
<p><a id="Phase_1:_Troll_Form" rel="nofollow" name="Phase_1:_Troll_Form"></a></p>
<h3>Phase 1: Troll Form</h3>
<ul>
<li><strong>Whirlwind</strong>: AoE dealing 3k damage on plate, 6k on leather.  2s cast time.</li>
<li><strong>Grievous Throw</strong>: 1.5-3.5k initial damage on a random  player. DoT deals 2.4k damage every 2s, removed if the affected player  has been healed to 100% hp.</li>
</ul>
<p><a id="Phase_2:_Bear_Form" rel="nofollow" name="Phase_2:_Bear_Form"></a></p>
<h3>Phase 2: <a href="http://www.wowction.com/tag/bear/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Bear">Bear</a> Form</h3>
<ul>
<li><strong>Creeping Paralysis</strong>: Debuff on the entire raid. Deals 4.5k  Nature damage after 5.5s, and applies the debuff <strong>Paralyzed</strong>.  Paralyzed players are stunned for 4s. Both debuffs are dispellable magic  effects. Rogues, you can use Cloak of Shadows during that 6 second span  of the Creeping Paralysis debuff to get to avoid getting stunned.</li>
<li><strong>Overpower</strong>: 4.6-5.9k on the tank, ~9s cooldown.</li>
</ul>
<p><a id="Phase_3:_Eagle_Form" rel="nofollow" name="Phase_3:_Eagle_Form"></a></p>
<h3>Phase 3: Eagle Form</h3>
<p>While in Eagle Form, he remains stationary, and doesn&#8217;t attack.</p>
<ul>
<li><strong>Energy Storm</strong>: Debuff on the entire raid causes every  character that uses spells to take 1250 Nature damage, can be resisted.</li>
<li><strong>Feather <a href="http://www.wowction.com/tag/vortex/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Vortex">Vortex</a></strong>: 4 Feather <a href="http://www.wowction.com/tag/vortex/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Vortex">Vortex</a> spawn, they look like  tornados and move around. They deal 1k Nature damage and knock players  back if they are touched.</li>
</ul>
<p><a id="Phase_4:_Lynx_Form" rel="nofollow" name="Phase_4:_Lynx_Form"></a></p>
<h3>Phase 4: Lynx Form</h3>
<ul>
<li><strong>Claw Rage</strong>: Zul&#8217;jin focuses a random player other than the  tank, and hits him 12 times with Claw Rage in about 6s. The first  strike deals 500 damage. Every strike applies the stackable debuff Claw  Rage, which increases the damage taken by consecutive attacks by 150.  Thus, the second hit deals 650, the third 800, and so on. The last hit  deals 2150 damage, for a total of 16k. Claw Rage attacks cannot miss, be  dodged, parried, or blocked. If the focused player feigns/vanishes/etc,  Zul&#8217;jin will focus the tank.</li>
<li><strong>Lynx Rush</strong>: When he uses this ability, he does so 9 times  in a row in quick succession. Every attack targets a random player, and  deals about 2k damage, further mitigated by armor. The <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> is chosen  completely random; one player might be targeted multiple times in a row  (up to 3?), and he can also <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> the tank. Every player that was  attacked also gets the debuff Lynx Hunt, which deals 1.5k damage every  2s over 10s.</li>
</ul>
<p><a id="Phase_5:_Dragonhawk_Form" rel="nofollow" name="Phase_5:_Dragonhawk_Form"></a></p>
<h3>Phase  5: Dragonhawk Form</h3>
<ul>
<li><strong>Flame Whirl</strong>: He gains this buff, rotates for 2sec, then  deals 1k <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">Fire</a> damage to the entire raid (partially resistible). This  will also apply a stackable debuff that increases <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">Fire</a> damage taken by  50%, which cannot be resisted. 12sec cooldown.</li>
<li><strong>Flame Breath</strong>: Hits everyone in front of him for 2k <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">Fire</a>  damage (partially resistible). 7sec cooldown.</li>
<li><strong>Flame Columns</strong>: Point Blank AoE cast on a random player  (or pet), dealing 900 <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">Fire</a> damage every second for 10 seconds. There may  be up to 3 columns at the same time.</li>
</ul>
<h2>Strategy</h2>
<p>Get your whole group up on his platform past the threshold when you  start the fight, there&#8217;s a wall of <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> that closes his platform off.  The 8 adds don&#8217;t have many hitpoints and die fast to AoE. The adds are  linked to the boss.</p>
<p>Every phase change he does a threat wipe, so be careful with  DoTs. He&#8217;s immune to Taunt, so the tank must quickly gain aggro. Use  Mis-direction if possible. When he turns into an Eagle you do not need  to worry about the threat list though, as explained below. He changes  phases every 20% of his hitpoints. Also, raid members might want to consider changing their gear out for  max, or at least more, stamina.  Having the mages/priests/healers above  9k health is a lot of help in this fight.</p>
<p><a id="Phase_1" rel="nofollow" name="Phase_1"></a></p>
<h3>Phase 1</h3>
<p>Melees watch out for his whirlwind. Healers react quickly to <em>Grievous  Throw</em>. Players only lose this DoT when their health reaches 100%.  General  methods which make players immune to phsysical damage like  <a href="http://www.wowction.com/tag/paladin/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with paladin">Paladin</a> bubbles/Ice Block can work here. The dwarven racial Stoneform also removes it. It is not advised to use Healthstones or Healing  Potions to remove it because he can hit the same person several times in  succession and these will be much more useful in Phase 4.</p>
<p><a id="Phase_2" rel="nofollow" name="Phase_2"></a></p>
<h3>Phase 2</h3>
<p>As soon as he starts this phase you will notice everyone gets a  Paralysis debuff. Dispel it off the main tank and yourself, then other  healers if time (or the tank doesn&#8217;t need a heal). DPS etc do not need  it dispelled. After 5 seconds of having the debuff, you will take damage  and become stunned, assign someone to top people off before the next.  He can hit decently hard, so keep the tank topped. Uses overpower on the  tank.</p>
<p>Two tactics exist to cleanse the debuff.  Either have the raid  stack, and use Mass Dispel to cleanse the entire raid of the debuff, or  just dispel the MT and a healer or two of the debuff.</p>
<ul>
<li>Note: Being killed by Paralysis counts as suicide so you won&#8217;t  suffer durability loss.</li>
</ul>
<p><a id="Phase_3" rel="nofollow" name="Phase_3"></a></p>
<h3>Phase 3</h3>
<p>The tornados have a fixed algorithm of movement, they&#8217;ll move to one  person, hit them once, and start moving towards another person.</p>
<p>The best way to avoid this is to leave your two best melee dps  hitting the boss, and the other members go to the corners of the room,  two at the sides of the entrance, two on the left side on each corner,  two on the right side on each corner, and two on the bottom of the  stairs where Zul&#8217;jin is standing, leave a healer at one side of the  entrance and one on each side of the room, so each healer will have line  of sight of at least six members of the raid, this will minimize the  damage taken by the tornados.</p>
<p>The tornados knock you back and deal around 1k damage. If you are  a caster (yes healers included) every time you cast you will get hit  for about 1250 damage. Heal over time spells really make this phase much  easier. Melee need to try and burn him down as quick as they can, as  they get no punishment for doing damage. Use bandages. Casters use wands  and regenerate mana for the next phases.  Hunters may use Arcane Shot,  Steady Shot, Multi Shot, Aimed Shot, and Serpent Sting. Hunters will  take damage from using Feign Death, Rapid <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">Fire</a>, and switching Aspects.  Hunters are important for doing lots of damage during this phase. It is  recommended that hunters use Rapid <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">Fire</a> on this phase, even though you  will take damage, as a good use of Rapid <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">Fire</a> can really be helpful.</p>
<p>Retribution Paladins can use Crusader Strike without taking  damage. Spells with a base mana cost of 0 such as Desperate Prayer,  Inner Focus, and Starshards will not cause damage to the caster.</p>
<p>Warlocks can use Shadow Bolts timed in conjunction with Drain  Life to nullify the repercussion from casting and maintain DPS.  With  healing assistance you can get all your DoTs off and take minimal  damage.</p>
<p>It&#8217;s worth mentioning that casters can follow a spell with a  casting time by an instant casting spell without getting hit twice by  the tornadoes. For example, a druid can cast rejuvenation right after  casting regrowth (not necessarily on the same <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>) and just get hit  once.</p>
<p><a id="Phase_4" rel="nofollow" name="Phase_4"></a></p>
<h3>Phase 4</h3>
<p>Lynx form he melees fairly weak on the tank. He also will use Claw  Rage on a random player in the raid and melee them. Claw Rage is the  deadliest ability of this fight Zul&#8217;jin will turn towards a player and  pause for a second then starts to hit that player several times  increasing damage and attack speed every hit doing a lot of damage in a  short time. Intervene near the end of the phase (9-11 stacks) to help  out cloth wearers. Healers must use fast spells or instant spells, lag  can make suvival problematic here. Announce Vanish/Divine Shield/etc to  the raid, so healers know that he will change back to the tank. Healers  take good care of Lynx Rush victims, as everyone should be topped for  the next Claw Rage. He will stop claw rage on the <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> if the <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>  uses Ice  Block, Divine Shield, Blessing of Protection, Vanish, Feign  Death and will return to his default highest threat <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a>. The  dwarf racial Stoneform can also help mitigate the damage.  Druids should use Barkskin and can try to turn into <a href="http://www.wowction.com/tag/bear/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Bear">Bear</a> Form if they  are fast enough although that limits them from using potions. Everyone needs to be on their toes to stay alive, he&#8217;s very fast, and  your health can drop quickly. Keep Healthstones/potions ready.</p>
<p>Healers may find the following macro useful in the Lynx phase. It  will quickly find Zul&#8217;jin&#8217;s <a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> and cast your fast heal on them.   Hit this macro as soon as you see him turn to go after a raid member.  Replace Regrowth with your appropriate fast heal spell (ie: Flash of  Light, Flash Heal, Lesser Healing Wave).</p>
<pre>#showtooltip
/<a href="http://www.wowction.com/tag/target/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Target">target</a> Zul'jin
/assist
/cast Regrowth</pre>
<p><a id="Phase_5" rel="nofollow" name="Phase_5"></a></p>
<h3>Phase 5</h3>
<p>Everyone will get a buffet like debuff every so often, increasing  <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage taken. He will choose random people throughout the raid and  place a beam of <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> on them. They may take lots of damage due to the  debuff, so move out of these beams ASAP. It&#8217;s a simple phase if people  are good at staying out of void zones. Spread out so only one person is  hit at the same time. Flame Breath will hit the tank for more and more <a href="http://www.wowction.com/tag/fire/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Fire">fire</a> damage due to the  debuff, so DPS him down as fast as you can. The tank needs to build  threat fast, but also stay focused to move out of the beams quickly. Melee stay in his back to avoid getting hit by Flame Breath.</p>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: ??</div>
</li>
<li>
<div>Classification:  Boss</div>
</li>
<li>
<div>React: A H</div>
</li>
<li>
<div>Health:  1,195,110</div>
</li>
<li>
<div>Added in patch 2.3.0</div>
</li>
<li>
<div>Last  seen in patch 3.1.0</div>
</li>
</ul>
</div>


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