Post new topic   Reply to topic    Fatality Forum Index -> News
View previous topic :: View next topic  
Skinn
Guild Master
Active

Active
user avatar

Joined: 28 Sep 2007
Posts: 31

Send private message
Reply with quote

re: Tonight's raid...

0
Tonight we begin anew the persuit of glory at the expense of raid bosses. Throne of the four winds is the place, it is not the easiest from what I have been researching but seems straight forward enough. Get up to speed on the bosses we will be facing in there and bring the PAIN...

~Skin~


_________________
Don"t hunt what YOU CAN"T KILL!!!!
Skinn
Guild Master
Active

Active
user avatar

Joined: 28 Sep 2007
Posts: 31

Send private message
Reply with quote

re: Strat

0
Al'Akir is the second and last boss of the Throne of the Four Winds raid instance, located in Uldum.

Al'Akir stands, in a Ragnaros-like fashion, in the middle of the platform. It's not possible to move him, and if the tank doesn't stand close enough he will cast Electrocute. The platform is pretty huge, but you can only use the edges as Al'Akir's hitbox also has a wall that you cannot move through. If you fall off the edge, you get caught in winds that return you back to the platform, but rendering you useless until you're back up.

The encounter is split up in three phases.

First phase
Al'Akir will use the following abilities:
Wind Burst - This ability is used on the whole raid, it knocks you back and does pretty weak damage.

Blizzard - More an annoyance than a real threat. It does minor damage (Compared to his forked lightning) and leaves a trail of ice that will slow you and do damage. It's safe to move through the trail if you have to, but you shouldn't linger.

Lightning - He will periodically cast a cone of lightning at a player. Anyone hit by this will take 20k damage + 20k per person affected by the cone, resulting in 40k damage per person if two people are hit, and 60k if three.

Tornados - A wave of six tornados will move around the platform in both Phase 1 and 2. If you get caught in one you take massive damage and you're incapacitated. When you get out of the tornado you're often thrown off the platform, giving you even more downtime. There's always a hole in the wave, which you can pass through. The waves alternate clockwise and counter-clockwise. You can use Leap of Faith to grip people stuck in the tornados if necessary.

Static Shock - An interrupt that is cast on players standing in melee range.

Due to the way his Lightning works, you need to spread out. If too many people are hit by the same cone, it's very easily instant death. We decided to stack in camps of three (In 25man) around the platform, leaving enough room between the camps so that the cone cannot hit two camps at once. This means however that you are not allowed to move sideways in phase 1, because if you do, and you get targeted by the lightning, you will link it to two camps, deal 20k + 100k damage to everyone in those camps, killing them instantly.

When he casts Wind Burst, you should try to close enough to not be knocked back and off the platform. This can be problematic depending on when the Tornado wave arrives, and where the opening in the wave is positioned. If the opening is closer to the middle when Wind Burst is cast, you'll be knocked back either into one of the Tornados, or off the platform. Being knocked off the platform is always the better choice, because if you get picked up, you can still be targeted by the cone of lightning, and link to other camps. And even if you manage to avoid the cone, you still take massive damage from the tornado and waste mana in a fight that already requires alot of healing.

Casters can just avoid the interrupt from Static Shock by standing outside of melee range.

This phase can be a bit random, depending on the timing of wind burst and the openings in the tornado wave. The phase does however end at 80%, and is very short.


Second phase
Al'akir will continue to use his Tornado waves, but will stop using Wind Burst and the Lightning cone. Instead he starts spawning adds called Stormlings and deal constant damage to the raid with Acid Rain, which means you should stack everyone and get ready for some intense healing.

Acid Rain starts out dealing pretty low damage, but gets stacked every 20 seconds. This gives Phase 2 a soft enrage timer. Around 15-17 stacks of Acid Rain will kill a raid in a few seconds.

The key to Phase 2, and the encounter, is the Stormlings which are summoned every 20 seconds. They do AoE and should be off tanked away from the raid and killed by the range. When a Stormling dies it applies a debuff to Al'Akir called Feedback. This debuff has a duration of 20 seconds and inceases the damage done to Al'Akir by 10% per stack. You kill the stormlings slow enough to apply the next stack just before the old one is lost, and use the increased damage to beat the soft enrage imposed by Acid Rain.

As Acid Rain starts to reach dangerous levels (7-8~) you should start cycling healing cooldowns on the raid. Start out with the weaker ones supplied by DPS, Divine Hymn from Shadow Priests and Tranquility from feral druids, and move on to using healers cooldowns as the damage is increased. Cycle these two by two as needed. It's most beneficial to use this just after a Tornado wave has passed, so as not to be interrupted during the channel.


Third phase
When Al'Akir reaches 30%, you will enter Phase 3. He will destroy the platform, enveloping the room with a dangerous tornado wind. You will gain the debuff Eye of the Storm, which gives you the ability to fly.

The raid should spread out in this phase, as Al'Akir starts throwing Chain Lightning.

Al'Akir will periodically cast Lightning Clouds targeted at a player. Each Lightning Cloud covers all of the room in one "layer". The cloud will spawn as just a dark cloud, but will soon start to pulse with lightning and will kill you in just a few seconds. The recommended way to avoid this is with everyone starting at the top, with their camera tilted to be parallel with the "ground". This way you can easily distinguish where a cloud starts and where it ends. When Al'Akir spawns a cloud, everyone should move down a bit. It's important to keep everyone at the same level to be able to control where the next cloud will spawn, and to utilize the full vertical area available.

In this phase he will also debuff players with Lightning Rod. The debuff is essentially a DoT that also ticks on nearby allies either in 20 yards range horizontally, or 5 yards vertically. Players with this debuff should obviously move away from others, but try to do so horizontally, as moving vertically away from the raid will skew the position of the next cloud.

Al'Akir will again start casting Wind Burst in this phase, this is the main reason to why you want to start at the top and move down. If you do it the other way you can easily end up in the cloud below after taking a wind burst as it knocks you back and down.

All in all, there's not much raid damage in this phase if done right. Try to keep everyone on the same level. Move from the clouds before they start pulsing with lightning. And shift incrementally down or up, depending on what your raid thinks is the easiest.


TL;DR
Tornados are bad, lightning is bad, being thrown off of the platform is bad, Stormlings are bad every 20 seconds, Al'akir is huge.


_________________
Don"t hunt what YOU CAN"T KILL!!!!
Posts from:   
Post new topic   Reply to topic    Fatality Forum Index -> News All times are GMT - 6 Hours
Page 1 of 1

 
Jump to:  
You can post new topics in this forum
You can reply to topics in this forum
You can edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum