Melt Armour: Target’s armor is reduced by 80% for 60 seconds, tanks must taunt immediately when this happens. 30 second cooldown.įlame Patch: Spawns under a randomly targeted player, and deals ~3000 fire damage per tick. Al’ar then uses Rebirth at that location. This deals ~5000 fire damage, and spawns two Ember of Al’ar adds. Al’ar then crashes into the ground at that location. Al’ar also uses this ability at the start of Phase 2, when resurrecting in the center of the room.ĭive Bomb: Al’ar flies up, and targets the ground beneath a random player. This occurs a few seconds after a Dive Bomb, in the same location where the Dive Bomb hit. Phase 2 Rebirth: ~5000 fire damage to anyone in melee range, with a knockback across the room. Used just before transitioning to Phase 2. Deals ~10k fire damage, and an additional ~1000 fall damage. Unknown cooldownĮmber Blast: Explodes upon ‘death’, knocking back any player in range (~15 yards). Deals ~8k Fire damage per second, for several seconds. Al’ar then launches quills that hit anyone on the platforms or the outer part of the ramps. Phase 1 Flame Quills: Occasionally, Al’ar will fly to the center of the room instead of switching platforms. If this happens, your tank should move forward and quickly back into position to fix the bug. Sometimes Al’ar will cast Flame Buffet even if there is a tank in melee range. This is only cast if no player is within melee range And of course some people won’t be able to this correct the first time, but make sure everyone has their back to the wall.īoth Phases Flame Buffet: Stackable debuff incurred every 1.5s that causes 2000 fire damage and increases fire damage taken by 10% per debuff. This reduces the chances for knockback drastically. You pull one into a corner and have everyone stand on that spot. Generally, however, you’ll want to kill them before everybody is out of mana. They will also use a periodic mana burn on everyone which cannot be avoided, but it can be fully resisted. It is best if the raid stands at the bottom of the ramp while the tank pulls, so that you do not provoke a charge onto someone other than the OT while the tank positions the Phoenix-Hawk. They have a charge ability that will hit the person furthest back from it for around 9000 damage and knock away those near the targeted person, so have an OT stand at medium range to soak the charges while everybody else stays in melee range of the mob. The tank can pull them from either the left or the right ramp, but should be careful not to get two, as they sometimes are close together while patrolling. Four patrol on the second level of Al’ar’s room. Make sure the paladin is using Retribution Aura, as he would not be able to actively generate aggro (because of the AoE Silence), but the passive aggro from Retribution Aura will still work. Focus on the Falconers, then AoE the Hatchlings down. The protection paladin must quickly position himself with his back to a wall (he’ll get knocked back several times), and far from the healers and casters (as the Hatchlings do an AoE Silence). Misdirect the Falconers to the main tank, and let the protection paladin grab all the Hatchlings using Consecration. As much CC as possible is recommendedīring a protection paladin. Kill any Hatchlings that are not crowd controlled, then focus fire on the Falconers. The person with aggro (the tank that was Misdirected onto) must move far enough down the hall (a few steps into the wider section of the hallway) to get out of range of the Falconers to get them into the hallway. There is a glitch with LOS in the hallway so that you can not rely on LOS to get the Falconer to move down the hallway. Crowd control the hatchlings as they pass. Pull 1 pack down the hallway with a hunter using Misdirection to the tank to avoid getting knocked back into the room and pulling the other pack. Each pack consists of 2 falconers, and 5-7 hatchlings. Each pack patrols in roughly a half-circle, one on the left, the other on the right. Once you reach Al’ar’s room you’ll find 2 of these packs. This pack patrols from Al’ar’s room to the entrance, and should be the second pack you kill in the instance. Packs three and four have varying mobs and NPC types.Ī kill order that worked well for us was Vindicator, Apprentice Star Scryer, Legionnaire, Astromancer, Star Scryer. The vindicators also have a cleanse, so CCers should pay close attention to the mobs they’re in charge of. These may heal, but their heals are weak enough to simply ignore. Crowd control the adds, then focus on the vindicators. The first pack of 6 mobs you’ll encounter is a pack of crowd controllable mobs, combined with 1-2 Vindicators. INTRODUCING THE TEMPEST KEEP: SCROLL DOWN FOR MORE INFO AND STRATS! ALTHOUGH IT TAKES AN ACTIVE FOCUS IT IS STILL A FUN AND EASY 25 MAN END GAME! TEMPEST KEEP PROVIDES A MORE INTERTESTING A RAID FOCUS COMPOSTION BACKED BY A LARGE AMOUNT OF CC.
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