Al’ar
The first visual boss in The Eye is Al’ar, a flaming phoenix. After clearing the trash in the main hall, Al’ar is flying above the raid in the first round room the raid enters. Although this is the first visual boss, Al’ar can take time to learn and is usually attempted after Void Reaver since that fight is considerably easier.
Abilities
Al’ar is a fire phoenix so mage and warlocks avoid casting fire damage spells since they are useless here. Al’ar has nearly 3,000,000 hit points and enrages 10 minutes into the second phase.
Flame Buffet: If there is no melee player in range of Al’ar, such as a tank, Al’ar casts this debuff that does 2,000 fire damage every second and increases fire damage taken by players by 10 percent.
Fire Quill: During the first phase, Al’ar flies to the center of the room and casts bombs on the platform and upper ramps. Players that are on these areas or in mid-air take large amounts of fire damage from this spell. They will most likely die from the damage.
Dive Bomb/Meteor: In the second phase, Al’ar flies to the center of the room and casts a meteor, which is then plummets to the ground onto a random target. The meteor can do an average of 5,000 fire damage and summons two elemental fire adds. Al’ar also chooses to come back within tank range at this spot.
Elemental Adds: Al’ar summons these in both phases. Each one has 70,000 hit points and hit for about 1,500 damage. In the second phase, Al’ar’s health decreases by 3 percent every time an elemental dies.
Ember Blast: These are cast when an elemental add dies. It does 7,000 fire damage and an additional 1,000 physical damage to players within range when the elemental dies. It also knocks the players back from the spot.
Flame Patch: An AoE spell that does 3,000 fire damage to players standing in it for every second they are there.
Melt Armor: This spell reduces the target’s armor by 80 percent for 60 seconds. When a tank receives this debuff, the other tank must immediately taunt off the affected tank.
Rebirth: True phoenixes have rebirth and Al’ar being a true phoenix uses the Rebirth ability to resurrect herself to begin the second phase.
The Pull and Position
While standing in the entrance to Al’ar’s room, four circular areas on the platform can be seen. They go across the platform from left to right, for this guide, the one on the far left is the first position, the left center area is the second position, center right is the third position, and the fourth position is the far right area on the platform. After clearing the trash, one tank (Tank A) should stand onto the first circular area, close enough to the edge to receive heals from below the platform. Another tank (Tank B) should stand in the second circular area; again close enough to receive heals. Melee players should be in the first area or near the first area on the platform. Ranged damage dealers and healers should be on the ground below near the first area. Make sure that there are no line of sight issues between the healers and the tanks. The tank in the first tanking position can either pull Al’ar to this spot or a hunter can Misdirect Al’ar to the tank.
Elemental add tanks, usually two, can start off at the first spot but will have to move quickly down to the elemental add tank spots when the elementals are summoned. During this phase, they elemental adds should be tanked near the entrance.
Battle
Phase One
Phase One depends on the tanks. Some guilds use two tanks while others use three, this strategy is for two Al’ar tanks. Al’ar flies to all four tank spots during this fight. Al’ar starts off at the first tanking position and with the first tank (Tank A). After 45 seconds, Al’ar moves to the second tanking spot to be tanked by the second tank (Tank B). During this time, Tank A moves to the third tank spot. Al’ar flies to the third tank spot after 45 seconds at the second tank spot. Once Al’ar begins moving, Tank B goes to the fourth tank spot. When Al’ar begins to fly to the fourth spot, Tank A goes to the first position.
During Phase One, Al’ar flies to the center of the room and begins to spin, casting fire bombs onto the platform and upper ramps. The tanks and all melee players need to get off the platform to avoid taking damage or dying. One tank needs to be at each ramp so Al’ar can be picked up by a tank at either the first or fourth position. Depending on where Al’ar lands, the tank that is not currently a target should run to the next tanking spot on Al’ar’s list (either the first tank spot if Al’ar lands at the fourth tank spot or the second tank spot if Al’ar lands at the first tanking sport).
When Al’ar flies from one spot to another, the phoenix summons a fire elemental. The fire elementals will most likely aggro on a healer so the tanks need to be ready to pick the elementals up quickly. The tanks should tank the elementals near the entrance to Al’ar’s room, with their backs to the wall. Most guilds use two tanks to handle the elementals. In this phase, a drag and drop approach works well since there is only one elemental. A paladin works well to quickly grab an elemental and drag it to a waiting tank.
Most of the raid stays on Al’ar and thus moves when Al’ar moves. Healers, excluding the elemental add tank healers (usually 2), move to heal the tank. Damage dealers move with Al’ar. Assign a mix of melee and caster damage dealers to kill the elementals. Remember that when an elemental dies, Al’ar’s health decreases by 3 percent. Make sure that the damage dealers assigned to the elementals also back out of range right before the elemental dies. All damage dealers should feel free to just burn Al’ar down but remember to save some mana for that 10 minute enrage timer in Phase Two.
So Al’ar is down, resist all urges to attempt to loot Al’ar. In fact any damage dealer that was hanging out above the tanks should make sure that the tanks are between the corpse and Al’ar’s corpse. Al’ar, being a phoenix, has that annoying habit of Rebirth. Yes, Al’ar begins the fight again and starts Phase Two.
Phase Two
Now here is where the fight becomes interesting. Al’ar is now able to be fought on the ground so the tanks should be on the ground floor. Two tanks are needed to tank the Al’ar. While the active tank is tanking,
the second tank should be building aggro. Eventually Al’ar casts the Melt Armor debuff onto the active tank. The second tank needs to taunt Al’ar off the first tank immediately.
During this time, the raid needs to be spread out. Al’ar flies above the raid and casts a large meteor at a random target at the raid. If the meteor is heading for a player, the player needs to move. Not only does the meteor damage the player, Al’ar and two elemental adds appear at that spot.
The elemental tanks need to run to the spot where the elementals are and pull them away from the raid. Melee should continue to damage and kill the elementals so that the tanks are able to handle the spawns since every time Al’ar casts a meteor, two adds follow. Remember that when an elemental dies, Al’ar’s health decreases by 3 percent. Make sure that the damage dealers assigned to the elementals also back out of range right before the elemental dies.
Okay, so the raid needs to watch the sky and continue to burn Al’ar down but there is more! The raid also needs to keep an eye on the ground. Flame Patches form on the ground that everyone needs to watch for on the ground. The tanks need to move Al’ar out of the Flame Patches as soon as one spawns. Other players also need to move as soon as soon as a Flame Patch spawns on underneath them.
Al’ar can present some definite challenges to new raids. Everyone has to be aware of their surroundings. Damage dealers do maximum damage to kill Al’ar before the enrage timer, keep in mind that killing the elementals also take 3 percent of Al’ar’s health. Healers stay spread out so that the tanks are always covered if healers have to move. Generally speaking, three healers can keep the Al’ar tanks at full health but other healers should be prepared to assist if necessary.