Warlocks @ Tempest Keep: The Eye

From EFWiki

Jump to: navigation, search

Path: Classes | Warlock | Warlocks @ Raid Bosses

Contents

Al'ar

Warlocks tend to top the threat list at the end of phase 1. To avoid untimely deaths it's advised to Soulshatter right after Al'ar is reborn.

Main strategy thread

Void Reaver

It goes without saying that imps in tank groups should be parked in the center of the room. Soulshatter is a very valuable tool here. Aim to use it at roughly 75% and 25%, to maximize potential DPS.

Main strategy thread

High Astromancer Solarian

This encounter is pretty much tank and spank as far as warlocks are concerned.

The bomb

Goes for everybody, but because it's so vital to the outcome of this encounter, I will point it out once more: keep your eyes locked on the raid warnings and be ready to run the moment you get the Wrath of the Astromancer, a.k.a. The Bomb. Blowing up near the raid = wipe.

NOTE! SolarianAlarm is now a required add-on for this fight.

Dealing with the adds

A few seconds after the non-elite adds spawn, the call for AoE will be made. Spamming Seed has proven rather risky, so we have now adopted a strategy of mass Hellfire. Ideally, all agents will be dead when the two elite priests spawn (together with Solarian herself). The priests will need to be cursed with CoT. They are taken out one by one.

External strategy link

Kael'thas Sunstrider

As always, these notes are meant to be read along side our fully worked out tactics. Since it's such a complicated encounter, I highly recommend also watching the tactical video linked at the end. It helps greatly in visualizing the encounter and getting familiar with positioning concepts.

Phase 1 - Advisors, one by one

Phase one is relatively easy. There is no timer and no enrage, so use your mana efficiently and save all cooldowns for phase 2 and onward.

Thaladred the Darkener

This guy needs to be kited around like Buru the Gorger or The Big Bad Wolf. Nothing complicated. Just don't go near him.

NOTE! Thaladred Alarm is now a required add-on for this fight.

Lord Sanguinar

Simple tank 'n spank as far as we're concerned. Again, stay at maximum range.

Grand Astromancer Capernian

DPS: Nothing complicated here either. Spread out and stay at max range.

Tanking: Capernian will be tanked by two warlocks of any spec, aided by a warrior in partial fire resist gear to soak the Conflags. The first warlock will be misdirected and should position himself near the east end of the south wall. The other warlock should stand somewhere along the east wall, so that Capernian is positioned in between the warlocks. This setup will ensure that if one of the locks get conflagrated, the other won't be affected and should be able to take over tanking immediately.

The checklist:

  • Most importantly: stand at maximum range at all time - never go closer than 30 yards or you risk getting hit by Conflagration. The soaker will be standing between 15 and 30 yards in order to draw all Conflagration to him, yet avoiding Arcane Explosion.
  • If you have your imp out, make it auto cast Fire Shield on you.
  • Do not wear any fire resistance gear. Her fireballs don't hit that hard. It's not worth gimping yourself for the rest of the encounter.
  • No need to click off BoS, there is plenty of time to build threat.
  • Spam Searing Pain to generate threat. Throw in some DoTs where possible.

Master Engineer Telonicus

The final advisor is another tank and spank. One thing to watch out for is the Remote Toy debuff. If Telonicus puts it on a tank, then all dps off until it fades, especially when Telonicus is close to death.

Phase 2 - Weapons (~2 min)

Once all advisors are dead, phase 2 starts and the clock starts ticking.

The order of killing the weapons is as follows:

  1. Apply curses. All warlocks should put a CoD on the axe right away. All other weapons should be cursed with CoS, CoE, CoT and CoR. To make CoDing the axe easier, the following macro can be used:
    /cleartarget
    
    /targetexact Devastation
    /use [harm] 14
    /cast [harm] Curse of Doom
    /targetlasttarget
    This macro assumes you have a damage trinket with Use: function in the lower trinket slot. If you don't, just leave out the "/use [harm] 14" line.
  2. Kill the Bow asap, but save cooldowns and trinket.
  3. When the Bow is dead AoE commences on all remaining weapons. Target whatever is marked with skull and spam Seed. This should take care Staff, Dagger, Sword, and severly weaken Shield and Axe.
  4. The Shield and Axe are finished off by single target dps.

Important: All warlocks MUST loot and equip the Staff of Disintegration as soon as it's dead.

The staff's special Use ability is: Places a mental protection field on friendly targets within 30 yards, granting immunity to Stun, Silence, and Disorient effects.

This buff has no duration. It acts like a Paladin's aura, except it works raid-wide instead of group-wide. It is essential that everyone in the raid has the staff buff at all times, during all subsequent phases. Yet the buff has a limited range, so all casters should spread out among the raid, in order to provide global coverage. Please read the following carefully:

  • Using the staff places a buff called Mental Protection Field on all players within a 30 yards radius. If they already had the buff, it will be refreshed, no matter who they got the first buff from.
  • Using the staff does not remove the buff from those outside the 30 yard radius. Those who are out of range will keep their buffs as long as they stay in range of the staff wielder they got it from.
  • It's like an aura, but not an aura. Players without the buff who walk into range of somebody who used their staff before will not automatically get the buff. The staff wielder will have to use the staff again.
  • The staff has zero cast time and does not trigger the global cooldown. It can be safely macroed to your primary spamming spell. For example:
    #showtooltip Shadow Bolt
    
    /use Staff of Disintegration
    /cast Shadow Bolt
  • Ways you can lose the buff:
    1. You walk out of 30 yard range from whoever gave you the buff. This could possibly include staff wielders themselves. Meaning, if a staff wielder gets the buff from another staff wielder, he/she will loose it if the two move more than 30 yards apart.
    2. The staff wielder who gave you the buff unequips their staff.
    3. The staff wielder who gave you the buff dies.
    4. The buff gets consumed when it absorbs a Stun, Silence, or Disorient effect. Like Fearward. (unconfirmed)
    5. You die.
    6. 15 minutes pass after getting the buff with nothing of the above happening.

Tip: if you're using a Raid Frame that can be customized to show or hide individual buffs (e.g. PerfectRaid), then set it to show the buff called Mental Protection Field - the name for the aura effect from the staff. This will make it much easier to spot those raid members that are lacking the buff.

Phase 3 - Advisors, all together (~3 min)

Two minutes after the weapons spawn, all four advisors will be resurrected where they died, and must now be fought all at the same time. They will have exactly the same stats and abilities as in phase 1, but many of these can be countered with the legendary weapons.

Tanking Grand Astromancer Capernian

Since the staff buff provides immunity to Disorient effect, one warlock alone can solo tank capernian in phase 3. There's no need for a second warlock or a conflag soaker. The single warlock should position himself at the east end of the south wall. Other than that, everything works as described above.

DPS order

Most often there will be a MA for ranged dps to /assist on, but, for reference, our priorities in phase 3 are as follows:

  1. Finish off any remaining weapons asap
  2. Curse all Advisors as needed
  3. Kill Thaladred the Darkener
  4. Kill Master Engineer Telonicus
  5. Kill Lord Sanguinar
  6. Kill Grand Astromancer Capernian

This is the time to blow trinkets and cooldowns. The more advisors die before phase 4 starts, the higher our chances of success.

Phase 4 - Kael'thas (100% - 50%)

Kael'thas himself becomes active, however, any remaining advisors should be finished off first.

Priority list for this phase:

  1. Do not stand in zones where a Flamestrike is about to hit. A large graphic will be visible on the floor seconds before it lands.
  2. Whenever Shock Barrier goes up, nuke it off as hard and fast as you can!
  3. Keep the Staff buff up
  4. Kill Phoenix Eggs
  5. Whenever none of the above is going on, burn down Kael'thas

Tip: try to keep Howl of Terror on cooldown throughout this phase, to prevent fearing your friends in case you get MC'd.

Note: Ideally there's no need to dps Phoenix birds, as they kill themselves in 20 seconds. If eggs aren't being killed quick enough, however, a temporary call may be made to kill the additional birds.

Phase 5 - Kael'thas (50% - 0%)

Kael'thas ability switch.

Slightly modified priority list for this phase:

  1. Do not stand in zones where a Flamestrike is about to hit. A large graphic will be visible on the floor seconds before it lands.
  2. Keep the Staff buff up
  3. Survive Gravity Lapses: "swim" away from Kael (to avoid Nether Vapor) and spread out (to avoid chaining Nether Beam). Avoid swimming back to the floor - if you do, you'll get shot back up in the air. When Gravity Lapse is nearly over, go back down far enough to avoid fall damage.
  4. Kill Phoenix Eggs
  5. Whenever none of the above is going on, burn down Kael'thas
  6. Bringing down Shock Barrier doesn't have a very high priority anymore, since Kael no longer casts Pyroblast.

Kael'thas does not cast Mind Control during phase 5.

Main strategy link
Tactical video link