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The Warlocks Den - WoW Warlock Discussions » Discussion Forums » Instances & Raiding » Burning Crusade Boss Strats » 25 Man Raids » [The Eye] Al'ar

25 Man Raids Black Temple (BT), Magtheridon's Lair (Mags), Mount Hyjal (MH), Gruul's Lair, Serpentshrine Cavern (SSC), Sunwell Plateau and The Eye (TK)

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Old August 22, 2007, 07:49 PM   #1 (permalink)

[The Eye] Al'ar

Al'ar

Al'ar <Phoenix God> is the first seen boss of the Eye in Tempest Keep. It is Kael'thas Sunstrider's phoenix and pet. This boss is more often than not skipped at first and attempted after Void Reaver because of Void Reaver's reduced difficulty.
Type
3,390,000 Health, No Mana
Phase 1 Abilities:
Flame Buffet - Applies to the raid when nobody is in melee range, 2k fire damage and a stackable debuff that increases fire damage taken by 10%
Fire Quill - Al'ar flies up to the middle of the room, tanks have to jump down from their positions to survive. Can only happen when Al'ar is at position 1 or 4.
Ember of Al'ar - Every time Al'ar changes position an add spawns. When the add dies Al'ar himself with lose 2% of his total HP. Upon death, the embers will explode and hurt everyone in a 15y radius for 8-9k damage. You will get knocked back if you get hit by it.
Phase 2 Abilities:

Meteor - After Al'ar has flown up in the air, he'll turn into a meteor that hits for 6k fire damage on a person. This occurs every 45 second. Al'ar spawns from that position together with two Embers of Al'ar.

Melt Armor - Al'ar casts this to the tank; it decreases armor by 80%. The other warrior has to be ready with taunt.

Charge - Can be very random and is hard to predict, known to one-shot people and “fixed” by Blizzard a number of times.

Flame Patch - A burning patch on the ground that deals 3k damage every second. Can easily be moved out from. Spawns randomly during Phase 2.

Tactics:
Information will be taken from your replies...

WoW Wiki says:
This is a heavy mobility fight. Contrary to popular belief, no amount of fire resistance is generally needed for the fight. It may help certain individuals (eg. the tank that handles the Embers) but you should avoid sacrificing more important statistics. Fire protection potions are helpful if their use is timed properly.

Phase 1

Al'ar will fly to either the left or the right ramp when she is pulled. She will fly to the opposite platform from where she is pulled. She will need to be picked up by a tank immediately or she will use her Flame Buffet attack on the entire raid leading to a fast wipe (the debuff cannot be avoided by using line of sight).

During this phase there is no aggro table as she is is only positioned on the platforms, however, threat is not reset at the start of phase 2, have warlock cancel his salvation buff and build as much threat as possible, so that at the start of phase 2, when the tanks taunt, they will gain massive aggro, the warlock can then soulshatter and there will be no possibility of anyone pulling aggro for the entire fight, meaning melee dps can go all out

Depending on which platform the tank pulls from, she will fly to certain spots in a clockwise or counter-clockwise manner. Two tanks are enough to handle her by switching spots so that there is always a tank in the spot where the boss is going to move next. The tanks need to move near the edges of the platform to maintain line of sight with the healers below.

Al'ar will summon an add every time she switches position. The adds need to be off-tanked away from the rest of the raid and DPS'd down as soon as possible to keep the total number of spawned adds to a minimum. The adds do not deal much damage but explode on death for a significant amount of fire damage (healers should be prepared to respond as the adds approach death). The adds are immune to crowd control effects, and will generally fly to the healers, have an off-tank waiting downstairs to pick them up. It is usually a good idea to have the melee DPS take care of these adds, since they can't move fast enough to keep steady DPS on the boss himself, but be very careful with the explosions.

Every now and then when the boss is on either of the two side platforms, Al'ar will fly to the center of the room and do what seems to be a whirlwind animation, which signifies that she is using his Flame Quill ability. Every person in the raid needs to be aware and run down from the upper platform, especially the tanks, since anyone left there will take 6-8k fire damage per second (unobservant tanks will be killed very quickly by this ability). Once the Quill ends, tanks need to reposition themselves on the appropriate side where Al'ar is about to start her flight cycle and intercept her before she does too many buffets. (2-3 should be the limit) Priests can summon their shadow fiend up to Al'ar if the tank is having trouble getting to him in time to minimize buffets.

Between handling adds and avoiding the Quill, heavy DPS needs to be put out on the boss. In an ideal scenario, Al'ar should die within 2-3 flight cycles.

Alternatively, you can "save" the phase 1 adds for phase two (when the enrage timer becomes important). Have melee bring each add to 10% and have the tank spam demoralising shout and thunderclap, he will have about 10 adds on him by the end and the damage become hard, but not dangerous if healers pay attention. Once Al'ar has respawned at the start of phase 2 use AoE to kill all the adds simultaneously, and you will have taken about 20%~ of his hp instantly. The adds tank will usually be knocked away by the first explosion and not take damage from any of the others but it is possible to be hit by several and killed, for this reason it is sensible to soulstone him.

Phase 2
Phase II begins right after Al'ar reaches 0%. At this point she will vanish and reappear roughly at the center of the room where she must be immediately tanked or she will start casting his flame buffets once again. In case there are still some adds up from phase I, raid should focus on getting them down as soon as possible, preferably before Al'ar takes flight. Other than that, phase II is all about survivability. Melee DPS should focus on the boss, while ranged DPS focuses on the adds. Al'ar will generally spend time being tanked on the ground and taking flight approximately every 45 seconds. She will continue to spawn an add on every switch that needs to be off-tanked and killed by ranged DPS (mages/locks/hunters etc). Each time an add dies, Al'ar will lose 3% of her health if he is not currently casting a Meteor.

While being on the ground, she will occasionally spawn flame patches on random people that work in a similar fashion to void zones. People need to be aware and move away from the fire trails as soon as possible. Moreover, she can charge people for 300-400 damage leaving them momentarily stunned and she has a "Melt Armor" debuff that likes to put on the tank hitting him (which means that tank switching is essential once this happens).

Last but not least, while airborne, she will cast a meteor on a seemingly random target. The meteor does about ~5000 fire damage on a single target and should be survivable. Use of consumables/abilities that can mitigate this sort of damage (fire protection potions, ice barrier, mana shield, barkskin etc) is also recommended. People should be aware of the fact that Al'ar spawns where meteor hit the ground along with two adds and move away from that spot as soon as possible. Failure to do so, will result in them being knocked across the room, taking both fire damage and potentially some falling damage.

Our Role:
Information will be taken from your replies...

Kill Movies:
Looking for a good quality kill movie - please post link below if you know of one. (Must be youtube.com to be able to imbed it)

Loot:
To see all drops, please click here.
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Old August 23, 2007, 01:07 AM   #2 (permalink)

Character Info
Sianz
70 Gnome Warlock
Blackrock Oceania PvP
Guild: SDU
Profile: Blizzard Armory
Talent Spec: 0/21/40
Re: [The Eye] Al'ar

Honestly, I don't like this fight .

Phase 1 - No aggro at all from range , like Lurker . Once engaged, go all out from 100% - 0 % . Remember soulshatter at abt 1% as the threat remains after reborn .

Phase 2 - Al'ar appears in the middle going towards the highest aggro . (Usually Shadowpriests or Tanks.) Our role is just like any other boss fight, dps .

You can go around 2 ways to deal with Al'ar's adds . Either - kill , or tank . We used the tank method and go full dps on Al'ar itself since the time needed to kill an add is somehow equal and the fact that the adds explode which hits for a load is quite harmful to the adds tank and the raid itself .

However, a bad issue about this method is that the adds don't despawn after Al'ar dies, so you still gotta kill it in the end .

The killing adds method gotta be accurate not to kill all of em at once due to the AoE, normally 2 of them dying at the same time can kill anyone except the tanks . So be real careful .

A boring phase fight for p1 . Wouldn't say its fun but drops a nice cloth bracer . :P
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Old August 23, 2007, 03:50 AM   #3 (permalink)

Character Info
Anzunachbar
70 Human Warlock
Silvermoon Euro PvE
Guild: Nevermore
Profile: Blizzard Armory
Talent Spec: 41/0/20
Re: [The Eye] Al'ar

I like this fight actually, phase 1 is a nice tester to see what your made of, dps wise. Think Dyce has covered everything of this fight but id like to add a few tips that are life savers, literally.

1: When phase 2 starts, al' ar will rebirth and head towards the highest on threat which contrary to what Dyce has said usually happens to be a lock ( me ). You will need to get behind a Tank and put as much distance as possible between you and alar to give the tank enough time to grab him if he does charge at you.

2: Use your aggro dumping ability once he has been picked up and tanked.

3: Be very wary of flame patch at your feet, this is probably the main killer of people on this boss. If you notice it slightly late be ready to spam your health potion/health stone to keep yourself up.

4: If your using the adds been tanked method you have some brief time when al' ar goes up into the air to meteorite to get some damage on an add so the tank will have 1 less add to worry about. Just be careful not to kill one as the tank is grabbing a newly spawned add or it might blow up in the raid which is...yeah bad.
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Old December 12, 2007, 12:51 PM   #4 (permalink)

Character Info
Nostra
70 Human Warlock
Ysera US PvE
Guild: Voltage
Profile: Blizzard Armory
Talent Spec: 0/21/40
Re: [The Eye] Al'ar

Is it normal that I do far more dps than any other people in my raid for this boss?

Im talking about 11% damage on this boss while other people do about 7 %.

I use Codoom in phase 1 , since CoR and CoE are not worht it.

Im 0/21/40
with 196 spell hit
28% crit
around 1200 damage

all those stats full buff.
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Old December 12, 2007, 01:52 PM   #5 (permalink)

Character Info
Geckothaan
80 Human Warlock
Frostmane Euro PvP
Guild: Security
Profile: Blizzard Armory
Talent Spec: 56/0/15
Re: [The Eye] Al'ar

Use of "he", "she", "him" and "her" are inconsistant, just wanted to point that out
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Old December 12, 2007, 09:09 PM   #6 (permalink)

Character Info
Kordansk
70 Orc Warlock
Skullcrusher US PvP
Guild: Beatdown Brigade
Talent Spec: 0/21/40
Re: [The Eye] Al'ar

Quote:
Originally Posted by Nostra View Post
Is it normal that I do far more dps than any other people in my raid for this boss?

Im talking about 11% damage on this boss while other people do about 7 %.

I use Codoom in phase 1 , since CoR and CoE are not worht it.

Im 0/21/40
with 196 spell hit
28% crit
around 1200 damage

all those stats full buff.
Doom does a lot of DPS in this fight. You should be using CoR though in P2 as most of the ranged do adds and all the melee are on Alar.
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Old January 11, 2008, 11:49 AM   #7 (permalink)

Character Info
Blubber
80 Gnome Warlock
Khaz Modan US PvE
Guild: The Angrydome
Talent Spec: 03/13/55
Re: [The Eye] Al'ar

Is there a specific way to handle adds in phase 2?

Our problem is that we spread out to lessen meteor damage, but when adds spawn, the tanks have a hard time picking them up, as they proceed to run around and beat on healers...

This happened again and again 2 nights in a row. We got al'ar down to 9%, and our raid leader seems to think since we got him down so low, the adds are just a normal hassle. The problem is we lose so many players, there has to be a better way.

But does anyone have any advice on speeding up the tanking of the adds. as is now, by the time we get the 2nd down, new adds are on us, and the tanks are way across the room close to a wall b/c of tanking the previous ones.. I know our DPS isnt an issue, it is pretty good, so it has to be part of our mechanic..

Our timing is all messed up. and we fall behind, =deaths.

Would a "murloc strat" (pally gathering adds from healing aggro (lifetapping warlock)) be a good one?

Do we simply need to "mark" a party member with a icon, and "collapse" on him once the meteor lands?? (so we know where adds are heading)

I just find the advice "tank the adds" incomplete.. Or maybe our tanks suck and we need new ones. I doubt this is the cvase b/c they have done well on other fights, etc

Last edited by Blubber; January 11, 2008 at 11:51 AM..
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Old January 11, 2008, 12:03 PM   #8 (permalink)

Character Info
Democles
70 Undead Warlock
Sen'jin US PvE
Guild: After Dark
Profile: Blizzard Armory

Re: [The Eye] Al'ar

Quote:
Originally Posted by Nostra View Post
Is it normal that I do far more dps than any other people in my raid for this boss?

Im talking about 11% damage on this boss while other people do about 7 %.

I use Codoom in phase 1 , since CoR and CoE are not worht it.

Im 0/21/40
with 196 spell hit
28% crit
around 1200 damage

all those stats full buff.
Yes, it's normal for Warlocks to out damage other classes in phase 1. Other classes are conserving some mana for phase 2, while Warlocks don't have to worry about it.
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Old January 14, 2008, 08:12 AM   #9 (permalink)

Character Info
Kordansk
70 Orc Warlock
Skullcrusher US PvP
Guild: Beatdown Brigade
Talent Spec: 0/21/40
Re: [The Eye] Al'ar

Quote:
Originally Posted by Blubber View Post
Is there a specific way to handle adds in phase 2?

Our problem is that we spread out to lessen meteor damage, but when adds spawn, the tanks have a hard time picking them up, as they proceed to run around and beat on healers...

This happened again and again 2 nights in a row. We got al'ar down to 9%, and our raid leader seems to think since we got him down so low, the adds are just a normal hassle. The problem is we lose so many players, there has to be a better way.

But does anyone have any advice on speeding up the tanking of the adds. as is now, by the time we get the 2nd down, new adds are on us, and the tanks are way across the room close to a wall b/c of tanking the previous ones.. I know our DPS isnt an issue, it is pretty good, so it has to be part of our mechanic..

Our timing is all messed up. and we fall behind, =deaths.

Would a "murloc strat" (pally gathering adds from healing aggro (lifetapping warlock)) be a good one?

Do we simply need to "mark" a party member with a icon, and "collapse" on him once the meteor lands?? (so we know where adds are heading)

I just find the advice "tank the adds" incomplete.. Or maybe our tanks suck and we need new ones. I doubt this is the cvase b/c they have done well on other fights, etc
It sounds like your tank or tanks are spending far to much time moving away from the raid that your DPS doesn't have enough time. First, 1 tank is sufficient, we use 1, but 2 is just fine. With 1 tank you need to alternate Misdirects to make it easy and mark the add you're misdirecting. You can actually tab target these before they are visible. Second, the reason your DPS doesn't have enough time is because your raid isn't moving fast enough. Basically where the tanks are, the raid needs to adjust away just as much as the tanks need to move so you're not chasing the adds down trying to dps them. Yanking is also very bad on this fight due to the AoE explosion the add does when it blows up. So, my advice is tell the tanks to take the path of least resistance away from the raid and have the rest of the raid adjust away. Other than that, you need to have a tank that can get really fast snap aggro on two mobs, preferably a bear in dps gear.
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Old January 17, 2008, 12:12 PM   #10 (permalink)

Character Info
Blubber
80 Gnome Warlock
Khaz Modan US PvE
Guild: The Angrydome
Talent Spec: 03/13/55
Re: [The Eye] Al'ar

Quote:
Originally Posted by Kordansk View Post
It sounds like your tank or tanks are spending far to much time moving away from the raid that your DPS doesn't have enough time. First, 1 tank is sufficient, we use 1, but 2 is just fine. With 1 tank you need to alternate Misdirects to make it easy and mark the add you're misdirecting. You can actually tab target these before they are visible. Second, the reason your DPS doesn't have enough time is because your raid isn't moving fast enough. Basically where the tanks are, the raid needs to adjust away just as much as the tanks need to move so you're not chasing the adds down trying to dps them. Yanking is also very bad on this fight due to the AoE explosion the add does when it blows up. So, my advice is tell the tanks to take the path of least resistance away from the raid and have the rest of the raid adjust away. Other than that, you need to have a tank that can get really fast snap aggro on two mobs, preferably a bear in dps gear.
Thanks. we dialed it in and were successfull! got Solarion also.
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