- Author: Kurathis
- Date: August 23, 2021
- Expansion: TBC Classic
An encounter that sees four enemies in addition the main boss, Kael’thas Sunstrider. Each of the four enemies have their own unique abilities and require different strategies to defeat. This particular encounter consists of five phases.
Kael’thas Sunstrider Abilities
- Mind Control: Affects random players – this effect can be cancelled by players that pick up Infinity Blade. They just need to “poke” the affected player
- Flamestrike: Rotating circle-like spell on the ground. Just don’t stand in it and you will be fine
- Summon Phoenix: This Phoenix will cast a Warlock-like AoE (Hellfire) When the Phoenix dies, an egg will be summoned. All DPS should focus on the egg to avoid the Phoenix respawning
- Fireball: Causes Fire damage (Can, and should, be interrupted)
- Shock Barrier: This will cause Kael’thas to absorb damage, causing him to be uninterruptible. The barrier will absorb approximately 16,000 damage. You will need heavy DPS to bring this down or the tanks may need to soak the Pyroblast damage (Can be helped with Phaseshift Bulwark)
- Pyroblast: High-damage spell that should be interrupted as much as possible
- Arcane Disruption: Raid-wide AoE damage
- Gravity Lapse: Players will be teleported to him, and thrown in the air
- Nether Beam: Connects nearby players to each other
- Nether Cloud: A stacking debuff that reduces your total health by 90% when maxed
Thaladred the Darkener Abilities
- Gaze: Thaladred will focus his gaze upon a raid member, chasing after them
Lord Sanguinar Abilities
- Melee: Causes roughly 3,500 damage on plate-wearers
- Thrash: Grants two additional attacks
- Bellowing Roar: Casts an AoE fear affecting targets within 35 yards, lasting four seconds.It has a 2-second cast time, and an 8-second cooldown
Grand Astromancer Capernian
- Fireball: Deals considerable damage – can be partially resisted
- Conflagration: Affects a random target, setting them aflame, inflicting 3,000 damage. While the target is affected, the flames will periodically jump to other raid members
- Arcane Burst: Deals considerable AoE damage if anybody is within melee range of her. Any players affected will be knocked back and have a speed-reduction in place
Master Engineer Telonicus Abilities
- Melee: Causes fairly low damage on tanks
- Bomb: Bombs all enemies within a small radius, inflicting heavy damage
- Remote Toy: The afflicted player will be periodically stunned for 4 seconds. Lasts 1 minute.
- Tanks: 3-4
- Paladins are great a choice for kiting the Phoenix around due to Consecration not requiring them to stay within melee range and some of their abilities being able to be used from afar
- Druids are unable to use Phaseshift Bulwark in the event they need to soak a Pyroblast from Kael’thas, so a Feral Druid may not be the best choice to tank Kael’thas but they can still tank during this encounter
- Healers: 6-8
- There is no real “best composition” for healers. However, a healthy combination of tank-healing and raid-healing should be achieved
- DPS: Some parts of this encounter rely on Ranged DPS (Killing Capernian, damaging Kael’thas while suspended in the air, defeating Thaladred, etc.) Having a healthy supply of Ranged DPS is ideal, while ensuring that Melee DPS is not neglected
- Mages and Warlocks are both strong in this fight due to the AoE needed to defeat the weapons. You will also want at least one Warlock ready to tank during this encounter as well
In Phase 1, you’ll be engaging with one mob at a time. Important: Where they die is where they will resurrect in Phase 3.
Thaladred cannot be tanked normally – he will fixate on random raid members and chase after them for a short period of time before fixating on another member. He will repeat this until death, so DPS can burn him down.
He can simply be kited back and forth on the platform until he dies. However, many groups prefer to bring him to the back of the room and kill him there.
Melee DPS should be careful during this part of the encounter.
Sanguinar’s biggest ability to lookout for is his AoE fear, Bellowing Roar.
It is HIGHLY recommended that you have your Shamans using Tremor Totem, and your Priests using Fear Ward. It’s been documented that if tanked at the back of the room beside a door, the tank is potentially able to LoS the fear.
One of the biggest concerns that players should be aware of is that if any player is within melee range, she will cast Arcane Burst, effectively posing a threat to all melee DPS and tanks. Because of this, it’s recommended that no melee DPS actually attack Capernian, while a Warlock tanks her from afar. Keep Conflagration in mind as it has a 30-yard range.
The biggest concern players need to be aware of here is his ability, Remote Toy, which can prove fatal if cast on the tank. If it is cast on the tank, it may be best to cease DPS until it wears off completely to avoid the tank going into Phase 2 stunned.
With seven weapons spawning this Phase, we want to have them grouped up and AoE’d down, with the exception of the two-handed axe for its Whirlwind ability, we’d tank this one slightly outside the group. The other exception is the bow, since it has the ability, Multi-Shot, that would affect multiple players.
After each weapon is defeated, you will be able to loot them for:
- Netherstrand Bow
- Cosmic Infuser
- Infinity Blade
- Staff of Disintegration
- Warp Slicer
- Phaseshift Bulwark
Your specialization will determine which item you pick up. For example, healers will pick up Cosmic Infuser, while tanks will pick up Phaseshift Bulwark. Once looted, the team should stack up and prepare for Phase 3.
Because Blizzard likes to challenge players, all of the previously-defeated advisors will resurrect at the exact same time, in the location that they died. This phase is exactly the same as Phase 1, with the exception of you fighting all of them at once, rather than one at a time. The kill order remains the same and the tanking roles should remain the same, as well. (A Warlock should be tanking Capernian)
IMPORTANT: The advisors must be defeated within 3 minutes, since Kael’thas decides to join the party at that time.
When Kael’thas enters the battle, have all of your Ranged players (this includes healers, too) stack together near the bottom of the stairs.
The Phoenix that spawns should be kited around away from the rest of the raid (Some groups have a Protection Paladin do this since some of their tanking abilities can used from afar), and Ranged DPS should focus on damaging it. When this Phoenix dies, it will summon an egg that, if not killed in time, will allow the Phoenix to respawn. All DPS should focus down that egg immediately. You have 15 seconds before the Phoenix will respawn.
Melee DPS should be focused on Kael’thas the entire fight, with the exception of when the egg needs to be killed.
At 50% Health, Kael’thas will do some role-playing, and then enter the final phase of this encounter.
During this phase, Kael’thas will cast Gravity Lapse, and players will need to spread out as fast as possible as soon as they are thrown into the air. This is because Kael’thas will cast Nether Beam, which links to other players that are close to you. It’s also a good idea to work your way down closer to the ground since when the effect wears off, gravity will kick back in and you will fall toward the ground. This will help avoid unnecessary fall damage. During this part of the fight, you will want to avoid the Nether Cloud (Appears as Black clouds) to avoid having reduced Health. Melee DPS shouldn’t worry about damaging the boss during this part.
After 30 seconds, Gravity Lapse will expire, and hopefully you were close enough to the ground at that time to avoid major fall damage. The rest of this phase is very similar to the previous phase, with the exception of Kael’thas not casting Mind Control. You may still want to kite the Phoenix away from the group but some groups may decide to ignore dealing damage to it, while others may wish to kill the Phoenix. That decision will likely be left up to your raid leader.