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Eulogy - Al'Akir Emptypar gotrixx Jeu 16 Juin - 4:43

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Al’akir

Al'Akir

http://www.wowcataclysm-wiki.com/dungeons/throne-of-the-four-winds/al-akir
Al'akir

fw_alakir.jpg

Al'Akir is a stationary boss, similar in appearance to level 60 Ragnaros, and is located in the central platform of Throne of the Four Winds. You can reach him after killing the Conclave of Wind via a clickable wind tunnel. The fight is a gear check, as opposed to a skill or execution-based encounter. Al'Akir has three phases, each with its own unique set of abilities.

Phase 1:
This is the easiest phase. There are only a couple of very simple mechanics to avoid, and nobody besides the tank will be taking significant damage. Save your cooldowns for phase 2.

Wind Burst - After a short cast time, the boss knocks everyone back a fair distant, similar to Ragnaros, but far less lethal. The melee will be fine, but all ranged players must move into melee range before the spell casts, or they risk being knocked off the platform for big damage and possible death. You can occassionally resist the spell.

Blizzard/Ice Patch - A roaming blizzard spell, somewhat like Sapphiron's, will rotate around the platform. Fortunately, the path is trailed by an ice patch, making it easy to tell when the blizzard is coming. The patch itself does damage as well if you stand on it. The blizzard will always path in the center between the melee and ranged, forming a "barrier" of ice.

Electrocute - Cast on the tank if they are out of melee range. Again similar to Ragnaros, this forces the tank to move back into melee range quickly after a knockback or after leaving melee for any other reason. This is a devastating spell if it is allowed to channel for awhile, and sometimes the boss will continue casting it while meleeing the tank. This is probably a bug, or a simple lag issue. This spell will remain active through phase 2 as well.

Static Shock - A weak dot on the melee, with the "bonus" of constantly interrupting any spells cast. Casters must stay out of melee range to avoid getting this debuff. This also continues into phase 2.
Phase 2 :(75%)
This phase is a DPS race with a soft enrage. There are different obstacles to avoid, but nothing serious. If you can't force the boss into phase 3 fast enough, the constant raid damage will be too much for the healers to handle. If you are wiping here, look to your damage meters for the answer. You could lust through this phase as a crutch, but it will make phase 3 far more difficult.

Acid Rain - a constant, raid-wide dot that starts very weak and stacks slowly until it is unbearable. This is your soft enrage. At 10-12 stacks, your healers will really feel the strain, and the DPS absolutely must get the boss into phase 3 or it's a wipe.

Tornado - a rotating wall of tornados that throws you off the platform, disabling you for 20 or so seconds and possibly killing you. You will be out of line of sight of the healers if you are hit by this spell. There is a very easy to see "hole in the wall" safe spot that you must run to, avoiding the tornados. This is very similar to the lava wave on Sartharion. The mechanic here is buggy and responds very poorly to latency, much like the infamous "frogger boss" from Naxx.

Stormling - Summons an add that attacks the raid with a weak AOE. When the add dies, it places a debuff on the boss, causing him to take 10% extra damage. This buff stacks indefinitely, and lasts 20 seconds. You can try killing stormlings as they appear to "roll" the debuff, but it's easier to let the stormlings stack up to 3 or 4 and kill them all at once.

Phase 3 :(30%)
The floor breaks away, and the raid is left hovering around the huge boss. This phase is bizarre, and players will get caught in a "cyclone" and tossed around, unable to move or attack. Apparently, this is caused by moving too far away from the boss, but it's not completely clear, as you can get caught out of "range" while right in his face meleeing him. This is another DPS race, and if you can get through phase 2 without bloodlust, now is the time to use it.

Lightning Cloud - A large cloud that deals massive damage to anyone inside of it. This cloud takes up an entire horizontal "slice" of the combat area. You must fly up or down to escape it.

Wind Burst - A more powerful version of the phase 1 ability. This can often hit the raid at the exact moment that a cloud spawns, causing instant death to anyone unlucky enough to be in that position.

Chain Lightning - The boss will spam a deadly chain lightning into the raid, so everyone will need to spread out.

Lightning Rod - A debuff that deals heavy damage to any nearby raid members. Another reason to spread out.