+ Reply to Thread
Page 1 of 3 1 2 3 LastLast
Results 1 to 20 of 49

Thread: Al'Akir

  1. #1
    Join Date
    Aug 2009
    Location
    Tacoma, WA
    Posts
    722

    Al'Akir



    Quote Originally Posted by Aliena
    Hello and welcome to the TankSpot Throne of the Four Winds Raid Guide! My name is Aliena and in this video I'll show you all you have to know about Al'Akir, the final boss in this new raid instance. We completed this fight with 1 tank, 3 healers and 6 DPS, but similar raid configurations may work just as well.

    This encounter is split into three phases. The first one's fairly short, it lasts from 100-80% of his health. The second phase is the longest, it lasts from 80-25%, and you only have to endure the third phase for the last 25%. For once in a fight, the first phase is actually the hardest one you have to deal with!

    In the first phase, Al'akir is firmly rooted in the middle of his little platform, and if his main threat target is not in his melee range, he will instead Electrocute it, which is a channeled spell that deals massive amounts of damage. To counter this, always stay below the tank's threat and don't "accidentally" pull the boss, okay? Okay. Also, any caster should stand towards the back of the platform, since he will randomly interrupt spells cast close to his body.

    When you reach the platform, have your raid spread out over at least half the platform, each person on their own or in groups of 2 if you'd rather. Do make sure that 2 healers are in range of your tank, and every DPS is in range of at least 1 healer. If you're doing this in 25-man mode, utilize the whole platform and split your raid up into self-sufficient little groups of 3-4 people with a healer each.

    This is because of Al'akir's Lightning Strike, which is basically a Chain Lightning except it chains to everyone in a huge cone around his target. The markers on the floor are a huge help here - if each group stacks up on a little marker, you'll never chain Lightning Strike to another group.

    His second ability is Ice Storm, which spawns a Blizzard that moves rather randomly around the platform. If you stand in it, you get slowed and take damage. This is not a big issue by itself, but you'll notice that Al'akir tends to put the storm right in the middle of the platform, and this tends to get annoying due to his next two abilities:

    Wind Burst and Squall Line. Squall Line is basically a line of Tornadoes he summons that have a random "hole" in them. If you've done Sartharion in Wrath, it works like his Flame Wall. To avoid getting picked up by the Squall Line and potentially die, stand in the opening until the tornadoes pass by. Al'akir will always have one of these active and moving around the platform. When the Squall Line is about to disappear, they'll kinda fizzle out - at that point they won't deal damage anymore.

    Wind Burst is a spell with a 5 second cast time that he'll approximately use twice per minute. When the cast is finished, everyone on the platform will get knocked back a considerable distance, and if your raid is not extremely close to his body at the point it goes off, they'll likely get blasted off the platform. You don't die when this happens, but you'll be out of the fight for at least 10 seconds and if you get unlucky, you'll get picked off by tornadoes right when you land. To avoid this, run towards Al'Akir when he's casting Wind Burst.

    The tricky part is the timing of Squall Line and Wind Burst together - make sure you're safe from any tornadoes when Al'akir is about to cast Wind Burst or else you might get blasted into one and die. Also, account for increased run times if you have an ice patch on your part of the platform. It's most important that no raid member gets picked up by tornadoes, so if it comes down to you having to choose between getting blasted off the platform or getting picked up by tornadoes, pick the getting blasted off. It's worth noting that you can currently life-grip people out of tornadoes should you absolutely have to.

    Thankfully, when his health hits 80%, phase 2 starts, and this one is considerably easier and.. more boring. You still have to deal with the Electrocute, the spell interrupt close to him and the Squall Line in phase two, so make sure to look out for it and preferably call new tornadoes and their openings out on vent.

    Phase 2 has a soft enrage mechanic called Acid Rain, which makes your raid take increasing nature damage every second until you bring Al'Akir down to 25%. The new mechanic this phase are Stormlings - little electric adds Al'akir will summon every 20 seconds. They deal nature damage to everyone within 20 yards of them, so have your ranged members stand in a separate pile away from your tank and melee whenever you don't have to deal with a tornado.

    When a Stormling dies, Al'akir receives a debuff called "Feedback". Feedback makes him take 10% more damage for 20 seconds, and this stacks with every new Stormling that dies. However, keep in mind that Feedback only lasts for 20 seconds, so you need to time your Stormling kills just right to avoid losing the buff.

    If you have very high DPS in your raid, you may choose to only have a few people on Stormlings to avoid killing them too fast and creating a gap between killing one and having the next one spawn. However, most people that are just starting to raid will want the majority of their DPS on the Stormlings when they're out. Try to find the right balance to always kill a Stormling right before another spawns, that way you should keep stacking up Feedback on Al'akir and get him to 25% before the increasing damage from Acid Rain kills your raid.

    Once you do hit 25%, phase 3 starts and Al'Akir will lift your entire raid up into the sky. For the rest of the encounter, you fight him in 3-dimensional space! This phase is also a bit of a soft enrage timer, since eventually you'll run out of room to move. To give your raid the most amounts of space, have everyone fly to the very bottom of Al'akir as soon as the phase starts - fly as far down as you can without touching the lightning at the bottom.

    Everyone should be at roughly the same altitude, but do make sure to spread out horizontally since Al'akir uses a chain lightning and an ability called Lightning Rod, that will cause a random person to emit lightning in a pretty wide area. The animation is very obvious and anyone affected by lightning rod needs to make sure to get away from anyone nearby.

    The reason your whole raid started out at the bottom of the area is Lightning Cloud, which Al'akir summons at the altitude of a random raid member. This will look like a gigantic cloud that spans the whole area, and after 5 seconds the cloud will begin to emit lightning to anyone at the same altitude. When a cloud spawns, your entire raid needs to move upwards out of the affected altitude, since being in a Lightning Cloud will kill you within 2-3 seconds.

    Al'akir uses Wind Burst in this phase, which is now instant. When you get hit by it, just return to wherever you were before. If you're too far away from him at the time he casts this and get knocked out of the Eye of the Storm, you might find yourself getting thrown around a wind hose for 6 seconds. This is usually bad news, since there's a high chance that it'll pop you out into a Lightning Cloud, so try not to move too far from Al'akir when you can avoid it.

    That however concludes his phase 3 abilities, so if you burn him down quickly enough and everyone moves out of the Lightning Clouds, this phase should not cause an issue for your raid. As always, good luck and have fun! I've attached footage of the whole encounter in case you'd like to see how we dealt with the various mechanics in detail.

  2. #2
    Join Date
    Dec 2009
    Posts
    46
    Thank you very much for the video. These animations showing, for example, the tornados and the position of players, and the zooms showing debuffs, like feedback, are very helpful.

  3. #3
    Join Date
    Oct 2010
    Posts
    5
    Ali , Plzz can u say me what is the name of your Rotation helper , is not in your "UI PAGE"

    THAnks , ILOVEU

  4. #4
    Join Date
    Jan 2009
    Posts
    12
    Just a different way to tackle the phase 3 clouds.
    You can start from the top since there is a physical limit to how far up you can go, so everyone hitting that "wall" will be at the same exact lvl for the first cloud. In Aliena's video due to people being a little spread vertically at the bottom for the first cloud it spawned somewhat higher from where it should ideally be.

    Rest is same but in the opposite direction - move down from the cloud, everyone gets at the same lvl just below it , rinse and repeat.

    Just to show what it looks like(vent included so possibly rated M for mature)
    http://www.youtube.com/watch?v=FMGje...layer_embedded


    PS: joacotdios if by rotation helper you mean the icon's for spells that light up above coolline when they are ready I'm pretty sure it's tellmewhen or power auras(you can setup both that way for it).


    Edit(added video)
    Last edited by n0point; 12-30-2010 at 07:13 AM.
    Razzoc of Kill Loot Repeat , Sylvanas EU

  5. #5
    Join Date
    Jul 2009
    Posts
    373
    After clearing this on 25man tonight, we found it FAR easier in Phase 3 to have everyone stack together, the chain lightning is extremely insignifigant. Just make sure the lightning rod gets out ASAP.

  6. #6
    Join Date
    May 2008
    Posts
    899
    This is the biggest RNG fest I've ever seen. Just do p1 properly, hope add spawns arent messed up with tornados then he keels over.

  7. #7
    Join Date
    Dec 2010
    Posts
    7
    Can u Ice Block the "acid rain"?

  8. #8
    Join Date
    Jan 2011
    Posts
    2

    Phase 1 Positioning

    I wanted to share a positioning strategy that was working really well for us for phase one.
    The biggest element to this is that we sent our tank (pally) and healer (disc priest) away from the raid.

    12 O'Clock : Tank and Tank Healer
    3 O'Clock : Two DPS
    4.5 : DPS and Healer
    6 : DPS and Healer
    7.5: Two DPS
    These clock-positions are approximate, we used the circles between the spades on the floor (6 being where you land on the platform).
    There were a couple of advantages that this gave us.
    First, it allowed some overlap on the raid healing, so there was a chance when one of them was busy the other could heal.
    The tornadoes were easier to deal with as they frequently started out (almost exclusively) on the edge of the DPS group and headed to the tank, which gave a lot of time for everyone to react to the tornadoes and to get into positon for the knockback.
    The big think you have to be careful about is the balance between spreading out for the chain lightning and staying in healer range. We found that the arc that we allowed each group of 2 allowed the healers to heal the adjacent arcs and if everyone was near their positions, not chain the lightning.
    Let me know if you have any questions or if anyone has better drawing skills and wants to help my diagram this out.

  9. #9
    Join Date
    May 2008
    Posts
    899
    P3 does not have a soft enrage, the clouds disappear shortly, if you go top->bottom, you can just go straight up to the top on the 4th cloud while only recieving 10,000 nature damage. As long as you have 4-5 people(2 healers at least, 1 self sufficient class) then they can solo the phase in 10 minutes.

  10. #10
    Join Date
    Dec 2010
    Posts
    2
    Having an issue with P3 in that the clouds can't be seen only the lightning that spawns and by then it's too late, we're unsure when to move and half the raid dies. Not sure if its a bug or something in the graphical settings we need to change (I have everything on Ultra except shadows, doesn't seem to help. Projected textures are on). Anyone know, or had a similar experience?

  11. #11
    Join Date
    Jan 2009
    Posts
    12
    Pyrite, try turning off Emphasize my own spell Effects option in the Interface/Display menu. This used to fix problems with some animations on the Halion fight back when 4.0.1 came out, so this could be it for this as well. I have it off since then anyway and never had any problems with stuff like this.
    Razzoc of Kill Loot Repeat , Sylvanas EU

  12. #12
    Join Date
    Dec 2010
    Posts
    40
    Trying to find a decent strategy for killing the stormlings without losing the debuff. We've tried a few ways, but all seem to be dropping it at 3-4 stacks, once we had to 6 but it dropped as well. What we've tried so far (10 man, btw) -

    Comp:
    Prot Warrior
    Feral Druid (usually tank, but DPS here, me)
    Ass. Rogue
    Enh. Shaman
    Surv. Hunter
    Fire Mage
    Shadow Priest
    Holy Priest
    Holy Paladin
    Resto Shaman

    The main problem we're having is the RNG of I guess procs and crits with how fast they die. We tried a variety of ways and timings to get it down, but couldn't solve the problem of when we switch sometimes it dies in 3 seconds sometimes in 6, leaving us less time to kill the next. We'd start on the first one once the second spawned and take it a bit slow there, as we were aiming to beat the debuff by 2 seconds each time. Our most successful strategy was when the debuff on the boss would get to 8 seconds everyone would swap to the add, but we eventually ran out as we were killing them fast enough that the next wasn't spawning quickly and giving us enough time to burn before the debuff fell off.

    So the only other way I could think of would be once the second spawn pops, we put just the hunter on the add, and then once the debuff hits 5 seconds left on the boss the rest of the raid immediately swaps (where it should be at about 20%, I'd think) and blows it up then gets back on boss. How are you guys doing it?

  13. #13
    Join Date
    Aug 2010
    Posts
    1,132
    We start killing them on the 3.5th one and i bring all down to a manageable amount of hp due to cleave/rend/thunderclap/shockwave spam by myself while tanking al'akir until one assigned dps starts to kill them one by one (a second helps after the fourth or fifth one depending on the required movement during the tornados). This way they won't burn the camp, won't burn the melee and my blood craze proccs all the time.

  14. #14
    Join Date
    May 2009
    Posts
    154
    Quote Originally Posted by Pyrite View Post
    Having an issue with P3 in that the clouds can't be seen only the lightning that spawns and by then it's too late, we're unsure when to move and half the raid dies. Not sure if its a bug or something in the graphical settings we need to change (I have everything on Ultra except shadows, doesn't seem to help. Projected textures are on). Anyone know, or had a similar experience?
    I got the same thing last night, after watching the video again it makes a huge difference know when to move and avoiding all damage rather than waiting for the lightning damage to tell you when to move.

  15. #15
    Join Date
    Mar 2010
    Posts
    2
    Quote Originally Posted by Predakhan View Post
    I got the same thing last night, after watching the video again it makes a huge difference know when to move and avoiding all damage rather than waiting for the lightning damage to tell you when to move.
    Pred, here you go bud: http://www.youtube.com/watch?v=hdYBlNLULbU
    For everyone there is an issue where the clouds despawn if you start from the top and work your way down. After 2 clouds you can fly all the way back up and the top one has despawned. Well me and pred are off to kill Cho'gall and Nefarian tonight

  16. #16
    Join Date
    Feb 2010
    Posts
    2
    Apologies if it's already been covered, but are people finding it easier (on 25 man) to have one tank on boss, another one handling stormlings, and a designated set of dps (im guessing ranged to avoid the added stormling aoe damage) to kill them in the timely fashion to apply the debuff? Seems like you'd have less running around and more time to dps what you need to dps that way. Thoughts?

  17. #17
    Join Date
    May 2008
    Posts
    899
    having 2 tanks on 25 is always nice in case the main tank gets hit by a tornado and will die in 5 seconds from electrocute if not taunted off. Also the adds do a pulsing aoe at 5 yards so its good to gather them away from the stacking raid.

  18. #18
    Join Date
    Jan 2011
    Location
    Elkhart, Indiana
    Posts
    16
    Quote Originally Posted by gacktt View Post
    having 2 tanks on 25 is always nice in case the main tank gets hit by a tornado and will die in 5 seconds from electrocute if not taunted off. Also the adds do a pulsing aoe at 5 yards so its good to gather them away from the stacking raid.
    Gacktt is quite right about this. Having 2 on the boss is a great safety net to keep the raid from wiping in case one just happens to die from a tornado or lightning. In this case it's better to be safe than sorry. Very nice vid for Al'Akir though. Fantastic way to approach the encounter and a nice way for someone to study the fight and even have a reminder to look for the holes in the tornadoes...even though that's hard to actually forget...

  19. #19
    Join Date
    Jan 2011
    Location
    Sweden.
    Posts
    10
    Buuhuu!

    I don't get how people think P1 is the hard part, p2 is some intense healing (Me beeing healer) i just don't get it really. How many stacks of acid rain do you guys have just before you enter p3

  20. #20
    Join Date
    May 2008
    Posts
    899
    Quote Originally Posted by Cindorella View Post
    Buuhuu!

    I don't get how people think P1 is the hard part, p2 is some intense healing (Me beeing healer) i just don't get it really. How many stacks of acid rain do you guys have just before you enter p3
    If dps is on track he should hit p3 by 11-13 stacks of acid rain, any more and the damage will get too high.

+ Reply to Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts