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Briareus
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re: Strategy: Throne of the Four Winds

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Very good strats, thanks for posting.


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CassyEggy
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re: Strategy: Throne of the Four Winds

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re: Strategy: Throne of the Four Winds

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Conclave of Wind
Normal Mode

The Basics:
There are three minibosses to be dealt with and they all must die at the same time, each miniboss has it's own elemental forte and each of it's mechanics have something to do with that element. This is key knowledge for optimizing which classes and roles you want at each boss.

The entirety of the encounter is on three different platforms, you can move between the platforms by simply running into wind tunnels that are located on the sides of each of the platforms. It is vital that the entire raid know where these wind tunnels are, because they will have to move to each of the minibosses during the entire encounter.

Mechanics:
The elementals are Anshal, Nezir, and Rohash. Anshal is Nature, Nezir is Frost, and Rohash is Wind. The raid's tanks will need to be focusing on the Nature and Frost elementals because the Wind elemental deals damage to melee and needs to be tanked by ranged, particularly a single healer on 10-Man and a single ranged DPS/healer team on 25-Man.

The consequences for just not tanking one of them are large and raid-wiping quality. If there is not a tank for Wind, the raid recieves a permanent silence, if Frost is not tanked the raid recieves a -500% haste debuff, and if Nature is not tanked the raid recieves a -100% healing debuff.

Each elemental has an energy bar that is maxed out at 90, once the energy reaches full each of the elementals does their own special ability:

Wind: HURRICANE - Creates a huge vortex of wind, catching all nearby enemies and launching them into the air. Anyone caught by the vortex will take 2500 Nature damage per second for 15 sec. At the end of this effect, affected targets will be dropped out of the air, resulting in additional falling damage. Unlimited range. Instant.

- Before reaching max energy, he periodically summons three tornados that move around the platform, applies knockbacks and massive damage.

Nature: ZEPHYR - Heals all allies within 90 yards for 25000 health per second. In addition, these targets will also gain 15% increased damage for 15 sec. This effect stacks. Instant.

- Once the nature boss reaches 30 energy he starts spawning adds that AoE silence debuffs and mass damage periodically.

- Also casts an efflorescense type ability called Soothing Breeze every now and then on the ground directly under him.


Frost: SLEET STORM - Deals 28500 to 31500 Frost damage per second to all targets within 90 yards. This damage is divided among all targets. Lasts 15 sec. Unlimited range. Instant.

- He also places Ice Patches on the ground that deal damage to you and slowly debuffs you to stand still in it.

- Casts Wind Chill periodically, which is a stacking debuff placed on anyone on the platform that deals periodic damage and increases frost damage taken by 10% per stack.

- Also periodically casts Permafrost, which is a conical frost attack that cannot be avoided by anyone in front of him.


The Strategy:
One tank needs to be placed at each the Frost and Nature platforms, depending on raid size one or two healers need to be assigned to each tank. One ranged DPS/healer team needs to be at the Wind platform during the entire encounter and doesn't move off that platform for the entire fight.

The melee DPS and the Non-Wind Ranged DPS start at the Frost boss and bring him down to approximately 15%, but need to switch to the Nature platform every time adds spawn at that platform and kill the adds immediately because not only do they silence, but they hurt really bad and get healed by the Nature boss's special if they stay alive for too long. After the Frost boss hits 15% HP the Melee and Non-Wind Ranged DPS head to the Nature boss and bring him down to 15%, because the DPS are already on the Nature platform dealing with the spawned adds should be very easy, however they still need to be dealt with.

After the Frost and Nature boss are at 15% HP the Wind boss that has been DPS'd by one or two ranged DPS for the entire fight should be close to dead. The remaining DPS should split on the Frost and Nature bosses and then with coordination kill all three at the same time.



Al'Akir
Normal Mode

The Basics:
There are three phases to the fight, in the first two phases three mechanics are the same and 2 mechanics change. First phase is in process until 75% HP then phase two occurs, then at 30% HP Al'Akir transitions into phase three, continuing one mechanic from the first phase.


Mechanics:
Ice Storm - A blizzard that leaves a trail of frost on the ground, both the blizzard and the trail of frost deals damage and slows you.

Static Shock - An interrupt, deals mediocre damage but interrupts for 5 seconds if you get caught casting.

Electrocute - A nature DoT that is casted on a ranged target, that target must run into melee range to dispell it, there is no other way.

Wind Burst - A knockback, deals about 30k damage.

Squall Line - Similar to sartharion's flame wall, you must find an opening in the squall and avoid it.

Acid Rain - DoT that starts at 500 damage per second to the raid then increases by 500 every 15 seconds.

Feedback - Damage done to Al'Akir is increased by 10% per stack if you kill a Stormling

Phase 3 Only:
    Lightning - Deals about 15k damage to a random target

    Lightning Rod - Causes a random target to emit lightning 20yds horizontally and 5yds vertically for 5 sec.

    Lightning Clouds - Summons clouds at the altitude of a random target and explodes 5 seconds later dealing about 30k damage to anyone of the same altitude.


The Strategy:
When phase one begins the melee are positioned behind Al'Akir, the tanks are in front of him, and the ranged are standing at a halfway mark that isn't close to the outer edge to buffer the knockback. In this phase Al'Akir will summon Ice Storm which with no excuses should be stood in and he will cast electrocute on a random ranged target. If a ranged recieves electrocute, they need to run into melee range of the boss. Also in phase one, Al'Akir will periodically Static Shock, interrupting casters for five seconds and summon a Squall Line. Squall line is the Cataclysm version of a Flame Wall, which means every raid member including the melee need to be situationally aware for phases 1 and 2.

Phase two begins at 75%, Al'Akir will continue with the interrupts, electrocutes, and squall lines, but you won't have to deal with Ice Storms or knockbacks anymore. Instead of those two, he has Acid Rain and spawns little adds called Stormlings. Acid Rain is raid damage that cannot be stopped and just needs to be healed through. Stormling adds, however, need to be off-tanked. When you kill a Stormling Al'Akir recieves a debuff for 20 seconds that increases damage done to him by 10% and the debuff stacks for every Stormling the raid kills.


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