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Al’ar is the first boss within the Eye of Tempest Keep, this is basically Kael’thas’s pet phoenix much like he was capable of summoning in the Warcraft three game should you have played that. This boss is generally skipped in favor of ‘loot reaver’ first, due to his lesser challenge.
Abilities
Flame Buffet – A stackable debuff incurred every 1.5 seconds that causes 2000 fire damage and will increase fire damage taken by
10% per stack. This is only utilized if no players are within melee range.
Phase 1
Fire Quill – Utilized somewhat moderately, Al’ar will fly to the center of the room and proceed to nuke both the upper platform and the outer parts of the ramps for a few seconds, make certain anyone within these area’s moves lest they take massive fire damage and almost guaranteed death.
Phase 2
Rebirth – When slain the first time Al’ar uses rebirth to resurrect him/herself and begin phase 2, this is also utilized following the dive bomb attack, respawning the phoenix within the crash site of the meteor, this deals 5000 fire damage and an AoE knockback.
Dive Bomb – Al’ar will throw a randomly targeted meteor towards a single player, dealing 5000 fire damage and summoning two phoenix mobs, a 30 second cooldown.
Melt Armor – The targets armor is reduced by 80% for 60 seconds, alternate tanks will need to immediately taunt the boss away when this happens.
Flame Patch – Spawns flaming patches upon players, this deals rather nasty damage, 3000 per tick, and needs to be avoided as much as possible.
Enrage – After ten minutes have passed, Al’ar will enrage, auto-wipe.
Fight
Thankfully, phase one of this boss fight is pretty straight-forward, don’t expect it to stay that way on into phase 2 however, but for the time being matters are rather simple.
Beginning the fight, Al’ar will begin to fly to the left ramp immediately upon being pulled, have a tank on stand-by directly there to pick the boss up and prevent any inconvenient flame buffets.
Throughout phase one you’ll find it impossible for anyone at range to draw aggro, melee players however are capable of doing so, ranged DPS can go all out but melee will still have to reign itself in somewhat.
Al’ar will spend an average of 30 seconds or so on each platform before moving onto the next in order, two tanks, possibly three, are necessary to maintain this rotation from platform to platform with ease and prevent any usage of flame buffet.
As the boss leaves each platform adds will spawn, two phoenix mobs, these will always appear at the platform the boss is leaving and must be picked up as soon as possible. Unlike the boss these will most definitely aggro healers and other such players, therefore letting them run wild will essentially insure a wipe, just watch out for the explosions.
Flame Quill
Randomly as the boss cycles through platforms, Al’ar will instead fly to the center of the room and proceed to do something similar to a whirlwind animation, this signifies the usage of Flame Quill. Everyone must watch out and jump down from the upper platform, as anyone within the area will receive 6-8k fire damage a second.
Once the ability ends Al’ar will proceed once more to a platform, one tank should be positioned on either sides of the room to allow them to react to wherever the boss should go, intercept is useful here.
Phase 2
The second phase will begin immediately after Al’ar reaches 0%. At this point the boss will vanish and reappear somewhere within the center of the room, proceeding to utilize a heavy fire damage + knockback AoE.
Once more the boss must be immediately picked up lest it begins to spam flame buffet once more, additionally, this wipes aggro therefore the tank will need to pick up threat generation immensely to prevent the boss from heading after healers and so on.
Should you, for whatever reason, still have a few adds running about, now’s the time to take them down, any of the phoenix’s slain whilst in phase two drop the boss by 3% health per kill, even to the point of killing the boss should it be at 3% health.
Melee DPS should be focusing fire on the boss whilst ranged drops the adds at this point. Al’ar will now spend about 40 seconds loitering before taking flight, each flight will continue to spawn an add as before, however as mentioned above these now hurt the boss when slain.
Additionally, whilst on the ground the boss will occasionally fire off the flame patches at random players, people have to be aware and react quickly to the appearance of the burning patch or else you’re going to have a lot of extra healing on your hands.
Also, we have to deal with melt armor, this requires that you have another tank to throw off a taunt and grab the bosses attention as fast as possible otherwise your current tank is going to get smashed fairly quickly.
Finally, the dive bomb, the boss will use this when airborne, casting what is essentially a meteor at a random target. The meteor deals around 5000 damage, meaning it won’t one-shot anyone, however the aftermath will spawn two adds that need to be taken care of as well as explode in a fire damage knockback AoE soon after impact.
That’s about it, this boss is much harder than the other introductory boss, Fel Reaver, but if everyone’s on their toes it can’t take too long to down to this boss. |
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