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![]() Join Date: Nov 2004
Location: Florida, US
Age: 27
Posts: 2,013
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Strategy Overview - The Eye - Al'ar
Relevant Strategies Wowwiki - Al'ar Bosskillers - Al'ar Strategy Breakdown Boss Abilities Phase I - Flame Quill - Moves to the center of the room and launches quills at the platforms. Tanks must jump off their platforms and make their way to positions 1 and 4 to catch Al'ar upon his return. - Ember Blast - Upon his death, knocks back players in melee. (Rough damage total from knockback and fall looks to be 11k) - Flame Buffet - Raid-wide Debuff/Damage cast if no one is in melee. Phase II - Flame Patch - AoE (stationary) under random target. Move out of these. - Melt Armour - Armor reduced by 80%. Tanks must taunt off each other to avoid semi-instant death. - Dive Bomb - Flys to center of the room, targets random player and crashes the floor. (Previously called Meteor). Two adds spawn and then Al'ar uses Rebirth. (30 sec CD) - Rebirth - Used a few seconds after Dive Bomb. 5k dmg to melee range with knockback. Also used at the transition from Phase I and Phase II. Role Breakdowns Main Tanks(2): In Phase I you will leap frog from the platforms. Tank A is roughly 1 and 3, while Tank B is 2 and 4. Stay at the edge of the platform for heals from below. Be ready at all times to jump off the platforms when Quill is announced. Run immediatley back to platforms 1 and 4 when the Quill stops. Tank A is platform 1 and Tank B is platform 2. Potions that increase your speed are recommended when you have to be somewhere fast. In Phase II you must run to Al'ar when he cast Dive Bomb, but not too early or you get the knockback. Taunt off each other when one of you has Melted Armour. Rinse and repeat. Off Tanks(2): Throughout both phases you'll be on the adds that are spawned when Al'ar transitions platforms or casts Dive Bomb. In Phase I, tank them in front of the main door which is between platforms 1 + 4. In Phase II, use the wall underneath platform 1. Off Tank A should be misdirected to for the adds for the first 3 waves in Phase II. Off Tank B will taunt one off and move a short distance away. Melee will be killing the adds and it's important to run away (in a smart direction) when the add is stunned around 10% of it's life to avoid the knockback from it's death. Melee DPS: Throughout both phases you'll be on the adds that are spawned when Al'ar transitions platforms or casts Dive Bomb. Damage them down to around 7-10% and run away to let the rogues finish them off. If in doubt, leave early. Rogues: On the adds, you will rotate duties. One rogue will stun and run, while the other will CoS and stay to finish the mob off. Repeat ad nauseum. Try to allow melee to clear out before stunning/killing. Ranged DPS: You'll be Al'ar throughout the fight. Position yourselves during phase 1 so that you can DPS platforms 1/2 without moving and then move to the next position so you can damage platforms 3/4 without moving. During Phase 2, spread out, but stay relatively close to platform 1 and 2 as Hunters will be rounding up the adds that spawn from Dive Bomb in Phase II. Move out of Flame Patch if it spawns. Hunters: Misdirecting will be key here during Phase II. Prepare your Misdirect just as Al'ar flys into the air for a Dive Bomb. Always cast on Off Tank A. When Al'ar Dives and 2 spawns are created, Multishot to get both and ensure they go towards the off tanks. One hunter might be called upon to help with adds throughout the fight. You should help get the add down to 50% and then go back to your previous duties. During Phase I it might also be necessary to sacrifice your pet and send it in after a Flame Quill to lessen the time that no one is in melee (which is when the boss starts a raid wide AoE - Flame Buffet). MT Healers: Position yourself with range so that you can reach platforms 1/2 and then 3/4. During Phase II when Melt Armour is cast, the tank will take huge spike damage before he is taunted off. Expect this and adjust accordingly. Raid Healers: Random damage occurs here via Flame Patches and the occasional Dive Bomb. OT Healers: Off Tanks will be positioned away from the raid near the front entrance during Phase I and then below platform 1 during Phase II. Damage is minimal except when the add is detonated. Top off melee and the off tanks prior to this. It is possible that the off tanks and melee get knocked back far from you, follow them if you must, but be aware of your positioning and own survivability. ***All Raid Members*** - Move out of Flame Patch and stay spread out. Use roughly half the room to do so or we are too spread out. Last edited by Gaviin; 05-02-2008 at 06:22 PM. |
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