This fight has 3 phases. First phase last until 80%, the 2nd from 80% to 25% and the final one until his death.
In phases 1 and 2, you fight Al'Akir on his platform. In the third phase, the boss shatters the platform and grants you the ability to fly.
The placement of your raid is crucial in this fight, especially during phases 1 and 3.
During the 2 first phases, Al'Akir gains a new ability that interrupts casts in melee range, preventing casters from staying close to him.
There is now 2 walls of tornadoes during phase 1 and 2.
Lightning Strike now lasts 30s, forcing the raid to adjust their placement.
The damage increase debuff Al'Akir receives when you defeat an add is now shorter.
In the last phase, the boss now continually casts lightning bolts at random players.
Muito obrigado a e da Aliança Cromática pelas traduções para Português, sem eles isso não seria possível.
Positioning is key in this phase. Al'Akir deals heavy AoE damage if your raid is stacked.
Players caught in tornadoes will be out of position, while the knockback will eliminate anyone too close to the edges.
Use the entire platform to spread out your raid in small evenly spaced groups.
While ensuring that no group is out of range of healing.
EVERYONE
DON'T GET
KNOCKED OFF
EVERYONE
MOVE THROUGH
THE SAFE SPOT
In heroic, Al'akir creates 2 moving walls of cyclones around the platform, incapacitating, dragging, and damaging players caught in it for 4 seconds.
The tornadoes last until they complete a full lap.
Quickly identify where the gap is to safely pass through!
EVERYONE
AVOID THE ICE STORM
AND THE ICE PATCHES
EVERYONE
SPREAD OUT TO
REDUCE DAMAGE
This ability is the main reason the raid has to be spread out in this phase.
Every 10 seconds or so, Al'Akir targets a random player with a cone of lightning. It deals damage in 25yds and chains to other players around, dealing even more damage for each player affected.
If you manage this ability well, the damage taken by your raid will be significantly reduced.
Watch out for possible combos with other abilities. Tornadoes, knockback, ice patches will require you to adjust your placement.
Al'Akir shocks all players within his melee range, inflicting minor damage but interrupting any spells cast.
This prevents casters from staying in melee range, forcing them to move back and forth when the knockback occurs.
The boss deals gradually increasing damage to the tank when they're outside of melee range.
It should only happen after the knockback.
Al'Akir shocks all players within his melee range, inflicting minor damage but interrupting any spells cast.
This prevents casters from staying in melee range, forcing them to move back and forth when the knockback occurs.
The boss deals gradually increasing damage to the tank when they're outside of melee range.
It should only happen after the knockback.
Phase 2 starts at 80%. This phase is a DPS and Healing check. The boss doesn't kockback anymore.
You can now group your raid together as Lightning Strike is no longer casted by Al'Akir.
You will take ramping damage throughout the phase while managing adds to effectively damage the boss.
EVERYONE
MOVE THROUGH
THE SAFE SPOT
DPS
FOCUS THE ADD AND
MANAGE THEIR DEATH TIME
TO REFRESH THE DEBUFF
Al'Akir summons adds, one at a time. When a stormling dies he applies a debuff on the boss.
It increases his damage taken by 10% and stacks infinitely. In heroic, it only last 20s.
This mechanic must be managed correctly by refreshing stacks on the boss before you get overwhelmed by the ramping damage.
Al'Akir inflicts Nature damage every seconds to all players. The damage dealt increases every 15s, stacking until the end of the phase.
Stack the raid to facilitate healing on the players and ensure to have healing cooldowns available for the end of the phase.
Al'Akir inflicts Nature damage every seconds to all players. The damage dealt increases every 15s, stacking until the end of the phase.
Stack the raid to facilitate healing on the players and ensure to have healing cooldowns available for the end of the phase.
Al'Akir shocks all players within his melee range, inflicting minor damage but interrupting any spells cast.
Phase 3 starts at 25%. Al'Akir shatters the platform, throwing everyone into the air and granting them the ability to fly.
This phase involves an uncommun "Up and Down" placement management.
The boss casts lightning clouds, condemning a "floor area" for a period of time.
EVERYONE
STAY CLOSE
TO THE BOSS
At the beginning of Phase 3, the boss summons a huge storm around him dealing lethal damage around him.
Players can now fly around, but this ability is restricted to staying in the area around the boss.
Al'Akir also regain his previous knockback ability from Phase 1, pushing players in the storm if they are too far away.
EVERYONE
STACK AND MOVE DOWN
WHEN CLOUD SPAWNS
Every 15s Al'Akir targets a random player and places a large cloud covering the entire area. After 5 seconds, the cloud deals massive damage to anyone still inside it.
The raid has to stay at the same height level, starting from the top and slowly going down after each spawn of clouds.
IF TARGETTED
MOVE AWAY FROM OTHER
BUT STAY ON SAME HEIGHT
Al'Akir marks a random player, causing them to emit lightning, damaging nearby players.
Quickly spread from the raid while remaining at the same height level to avoid misplacing the clouds.