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Calleiah



Joined: 12 Mar 2008
Posts: 16

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re: A'lar

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http://www.wowwiki.com/Al'ar

Al'ar

Al'ar the phoenix does not really do a lot of damage to the tanks. Instead this fight will test the speed, reflexes and awareness of our tanks. He has moves that will kill you instantly if not dodged, moves that will wipe the raid in seconds if not countered, and some that will kill your co-tank if not reacted to. Each of these things are relatively predictable or at least televised by Al'ar himself ahead of time.

Basically the fight goes like this:

2 Co-tanks (MT1, MT2) will tank Al'ar throughout the entire fight. A third paladin tank will be picking up all of the adds.

For phase one MT1 will pull Al'ar down onto the first platform (far left) and tank him there. After 30-45 seconds he will fly over one platform to the right where MT2 will be waiting for him. At this point MT1 rotates around to platform 3 and waits for Al'ar. When Al'ar moves to platform 3, MT2 moves over to platform 4. When Al'ar moves to 4, MT1 runs back to platform 1.

Each time Al'ar moves an add is spawned which will turn and run down the ramp and be picked up and held in a safe area by the paladin tank. These adds will be killed by melee DPS, they can be stunned to give the add-tank time to move out of the blasts of most of these adds. 1 rouge will stay in on each add to finish it off with cloak of shadows enabled.

This rotation continues for most of phase 1 with one catch thrown in, Flame Quill. During flame quill Al'ar flies up in the air over the center of the room and rains fire down on the platforms, anyone on any ramp or platform will die. All the tanks need to immediately jump off of their platform when he does this. Then MT1 runs to the left ramp (not on the ramp, just at the bottom) and MT2 runs to the right ramp. As soon as flame quill is over Al'ar will land on either platform1 or platform4 and both tanks need to run up the ramp and intercept / feral charge as fast as possible. From the time that he lands until he is engaged he will cast flame buffet on the entire raid. Flame buffet does 2000 fire damage every 1.5 seconds and adds a 10% fire damage debuff. 4 of these is a guaranteed wipe. After Al'ar is picked up MT1 will stay on platform 1 and MT2 will move to platform 2 (unless he is tanking Al'ar obviously)

Lastly, only melee DPS can pull agro from you on phase 1, so repeatedly taunting will keep your agro well above the melee since ranged will be going all out. When Al'ar dies he is reborn in the center of the room, get there quickly because this is the start of phase 2.

For phase 2 Al'ar must be tanked like normal. Get to him and taunt him ASAP because he does not reset agro on this transition. Once picked up you need to avoid the flame patches on the ground and pretty much just tank him wherever you happen to pick him up.

About every 30 seconds he will cast dive bomb, in which he flies high in the air and dive bombs a random target in the raid. This does massive AoE fire damage so everyone is going to be spread out, including the tanks. After he lands he will stand still and flame buffet, just like in phase 1, until he is picked back up. The tank needs to get to him FAST. At the same time 2 adds will spawn which must be picked up by the paladin tank and off-tanked.

Also in phase 2 he will occasionally randomly charge another member of the raid. After this he will often start to cast flame buffet so the tank needs to charge after him and pick him back up instantly.

Finally, every 60 seconds during phase 2 Al'ar casts a debuff called melt armor on the current tank. The debuff lowers the targets armor by 80% for 1 minute. When Al'ar melts the armor of one tank, the other tank needs to taunt immediately. One hit after the debuff is survivable, two generally is not. When your armor is melted just avoid the AoE damage for 1 minutes and then taunt back when the other tanks armor is melted.

Al'ar Damage output:
Melee: 7500 - 12500 damage / 2 sec

Max burst (6 seconds) 37500 raw damage

Like I said earlier Al'ar has relatively low damage output. The main tanks' gear sets for this fight can be built around maxing avoidance.


Ember of Al'ar Damage Output
Melee: 2000 - 3000 damage / 2 sec

Max Burst (6 seconds) 9000 raw damage / add

Tanking a large number of adds involves maxing stam, armor and block value. It's not the damage / hit that gets you it's the # hits / sec. With enough block value and armor these hits can be almost completely blocked turning blocks into full or near full avoidance. This will be the key to surviving any AoE tanking scenario.

Gear:
MT1 and MT2 should wear mostly their best avoidance gear. However don't completely ignore other stats, you will still want a good buffer of health. Even though damage output on the tank is relatively low, the raid in general will be taking some pretty hefty damage at times which could slow down your heals. 17k or more HP should be fine.

The add tank should wear their highest effective health gear. Get that block rating as high as possible to minimize the incoming damage. Adds could build up as high as 20 meaning 10 hits every seconds, blocking most or all of those hits is key.

No resistances are needed at all.

Consumables:
Basic consumables will be fine
Calleiah



Joined: 12 Mar 2008
Posts: 16

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re: HEALERS

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Phase 1 is very simplistic for the healers. Stand around and heal according to your assignment. If you get an add on you, run toward the Add Tank so he can pick it up with taunt/JoR/consecrate.

In Phase 2, a few special events occur that healers should take note of.

Spikes in Damage - Ranged DPS will AE down the adds the Add Tank has been tanking since Phase 1. The Add Tank may take spike damage so be prepared to burst him up if need be. Al'ar has a "Melt Armor" debuff that will cause spike damage on the Al'ar tank until Al'Ar is taunted off by another tank. All raid members can take spike damage if they stand in the flame patches, which they absolutely should not. These spikes, should they occur, need to be healed with fast (1.5 second or instacast) heals. Healers assigned to the target that takes spike damage should bear the bulk of this responsibility, but all healers can throw a fast heal on a spike recipient if their target is currently topped off.

Positioning is Key - But I can't tell you an exact spot to stand in, merely a few guidelines.

* Stand no closer than 25 yards from the Add Tank, and perpendicular to his path, to prevent splash damage from exploding adds.
* Stand as close as you can to the middle of the room, so you are able to heal as many people as possible.
* Stay out of the flame patches! They do massive (potentially unhealable) damage.
* Stay off the ramps and upper platform. If Al'ar targets you for a Dive Bomb there, she will evade bug.
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