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Galadruin the Dwarf
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re: Al'Akir -Tot4W

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Al'AkirAbilities

Phase 1 (100-80%)

Ice Storm — Creates a Blizzard that moves around the platform, leaving Ice Patches on the ground behind it. Deals 15000 Frost damage every 0.5 sec to all enemies standing within the radius of the ice patches on the ground. This effect will persist as long as the target remains in this area.

Static Shock — Al'Akir shocks all nearby enemies, deals 1000 Nature damage per second, interrupting any spells cast. Lasts 5 sec.

Electrocute — Channels a bolt of electricity into the caster's current target, dealing increasing Nature damage over time. This ability is only usable if the caster is unable to melee attack its target. This ability will end if the target returns to melee range.

Wind Burst — Deals 28275 to 31725 Nature damage to all enemies, knocking them back. 5 second cast.

Lightning Strike — Deals 19000 to 21000 Nature damage in a cone facing a random enemy every second for 30 sec. This effect chains off all enemies affected causing 19000 to 21000 to all other enemies affected.

Squall Line — Creates a wall of Tornadoes that circles around Al'Akir's platform with an obvious opening in the line players must move to, much like Sartharion's Flame Tsunamis. 40,000 damage per second to those touching the Squall line. Two walls of Tornadoes on Heroic.

Phase 2 (80-25%)

Static Shock — Al'Akir shocks all nearby enemies, deals 1000 Nature damage per second, interrupting any spells cast. Lasts 5 sec.

Electrocute — Channels a bolt of electricity into the caster's current target, dealing increasing Nature damage over time. This ability is only usable if the caster is unable to melee attack its target. This ability will end if the target returns to melee range.

Squall Line — Creates a wall of Tornadoes that circles around Al'Akir's platform with an obvious opening in the line players must move to, much like Sartharion's Flame Tsunamis. 40,000 damage per second to those touching the Squall line. Two walls of Tornadoes on Heroic.

Acid Rain — Deals 500 Nature damage per second to all enemies. This effect will increase by 500 every 15 sec until Al'Akir enters phase three.

Stormling — Summons a Stormling add (300,000/1M HP 10/25) with a nature damage aura that will apply Feedback to Al'Akir when slain. Deals 2375 to 2625 Nature damage every second to all enemies within 20 yards (on Heroic increasing Nature damage they take by 25% for 2 sec, Stacks.)

Feedback — A Stormling's death causes a feedback effect towards Al'Akir, increasing the damage he receives by 10% per stack. Lasts 20 sec.

Phase 3 (25-0%)

Al'Akir shatters his platform and creates a zone-wide Relentless Storm, lifting all players into the air and giving them the Eye of the Storm buff as long as they remain near him.

Eye of the Storm — Flight. Movement speed increased by 300%.

Lightning — Deals 28500 to 31500 Nature damage to random enemy targets. Cast constantly in phase 3.

Lightning Rod — Causes a random target to begin to emit lightning to nearby friends after 5 sec, dealing 4750 to 5250 Nature damage per second to all friends within 20 yards horizontally, and 5 yards vertically. Lasts 5 sec.

Lightning Cloud — Summons clouds at the altitude of a random enemy. After 5 seconds, these clouds erupt in lightning, dealing 47500 to 52500 Nature damage per second to all enemies at the same altitude. Lasts 30 sec.

Wind Burst — Deals 38000 to 42000 Nature damage to all enemies, knocking them back.

Strategy

Al'Akir is a three phase encounter that will require one tank on both 10 and 25 player difficulties.

Phase One

Lightning Strike is the main lethal mechanic in this phase. The raid needs to be spread out in groups of 2 (10-man) or 3 (25-man) in order to avoid healer range issues and lightning strike chaining to many players and instantly killing them.
Players in the same group will stand on top of each other, ensuring the damage is a healable 40,000 or 60,000 hit. Players must move into melee range for Wind Burst and avoid the rotating Squall Lines. Wind Burst is on a predictable 30 second timer and players should take into account its timer when moving to Squall Lines since they will need to be in melee to avoid being knocked off the platform. The tank need not fear moving out of melee to dodge Squall Line, Al'Akir will electrocute him instead of melee-ing other players. Lightning Strike is considerably more threatening on 25-player difficulty.

Phase Two

The raid should group up around the tank in phase two. You will still need to dodge Squall Lines. The primary mechanic of this phase is ensuring the Feedback debuff is stacked on Al'Akir. As such you should wait until three stormlings are spawned and then assign half your DPS (generally ranged) to begin killing them. Once Al'Akir is at five or six feedback stacks, you should bloodlust/heroism and have all DPS focus on Al'Akir to hit phase three before Acid Rain stacks too high and is unhealable.

Phase Three

The raid will be tossed into the Eye of the Storm, any Stormlings will remain up and the tank should taunt them and keep them out of melee with the raid. A successful strategy is to group up and 'jump' up as high as you can go. Then the raid will move down 10 yards whenever lightning clouds spawn. Players with lightning rod will move down 6 yards to avoid damaging other players. When you are wind bursted back you must move back to your original position, because if you get too far away (or too close) to Al'Akir you will be caught in the relentless storm and killed. You should be able to kill AL'Akir before you run out of room.


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