High Astromancer Solarian
From Al’ar’s room, clear the corridor on the right side of the platform to get to High Astromancer Solarian. This Blood Elf boss is a mage and is usually the third boss completed by raids learning The Eye instance.
Abilities
High Astromancer Solarian is a mage with nearly 3,000,000 hit points. She is susceptible to melee attacks.
Arcane Missiles: Solarian channels this spell on a random target. It does roughly 3,500 arcane damage to the target 3 times during the spell. She can target pets and totems as well as raid members.
Light of the Astromancer: Solarian uses this spell to deal 2,500 arcane damage to the entire raid.
Mark of the Astromancer: Cast ever 45 seconds, this debuff decreases arcane resistance by 15 and can stack up to 10 times. Solarian usually casts the Light of the Astromancer on the entire raid simultaneously.
Solarium Agent: Four spawn from each portal Solarian casts, which means 12 total are summoned. They have 20,000 hit points and do 1,000 damage on cloth and 500 melee damage on plate.
Solarium Priest: This priests have 75,000 hit points and do about the same melee damage as the agents when silenced.
Greater Heal: This spell can be used to heal any of the agents or Solarian for roughly 25,000 hit points. With a 2 second cast timer, it can be interrupted.
Holy Smite: This is a direct damage spell with a 2.5 second cast timer, which does 700 holy damage to unfriendly targets.
Silence: This spell can be out-ranged so healers and other casters should stay away from these mobs.
Wrath of the Astromancer: Solarian places this debuff, which lasts 5 seconds, on random raid member excluding the main tank. The player damages the friendly players around him or her. The damage done increases as the amount of people around the affected player decrease, i.e; if there are two people around the player as opposed to 24 players,
the two will take much more damage than the 24 players would have taken. When the debuff is about to end, the affected player takes about 8,000 damage and is tossed into the air. They affected player does not take any additional fall damage but if anyone is within range of the affected player (15 yard radius), they will take fall damage as well as around 8,000 damage initially.
The Pull and Position
Solarian is standing in the center of the inner circle. The main tank runs in and grabs Solarian and pulls her to one side of the inner circle. A hunter can use the Misdirect ability to give the tank a solid lead. Due to the fact that portals will spawn in the center of the room, make sure that Solarian is tanked on the edge of the inner circle while the raid stands on the outer circle but within healing and damage range of Solarian, the tank, and the melee damage dealers.
The rest of the raid stays in assigned positions. Melee players obviously take the usual position behind Solarian. The rest of the raid stays together in a clump at maximum rage.
Battle
Phase One
This phase is simple. The tank maintains aggro on Solarian while damage dealers use every trinket they have to do as much damage as possible. Shamans should use Heroism during this phase to help maximize damage in this phase. The goal of the raid is to get Solarian to at least 75 percent before Phase Two begins. That being stated, of course Solarian has a few tricks to use.
Random raid members are targeted by Solarian and receive the Wrath of the Astromancer debuff or be the target of the Arcane Missiles spell. Before beginning the fight, assign a spot for those with the Wrath of the Astromancer debuff to move to that is about 15 yards away from the raid. This is where these players go to safely explode. Meanwhile, Solarian targets a singe player as the target of the Arcane Missiles spell.
What all healers need to remember about this spell is that it is fast. The Arcane Missiles target takes a great deal of damage in a short amount of time. Paladins’ quick heals are effective at countering this spell but druids are able to heal through this with a combination of Regrowth and Rejuvenation spells. If the raid does not have three
paladins, try using a combination of paladins and druids to focus solely on the Arcane Missiles targets and provide additional raid healing. Healers healing these targets can create a three line macro to make healing the Arcane Missiles target easier.
/target High Astromancer Solarian
/assist
/cast Spell Name (Rank Number)
Phase Two
Solarian teleports to the center of inner circle and disappears. Three portals spawn at random positions usually within the inner circle. These adds are going to head directly for the raid so the raid needs to move to a spot where the adds will be close enough together for Warlocks to be able to use Seed of Corruption spells on them but far enough away to allow for casting times. Assign one person an icon and the responsibility to lead the raid to the correct spot. Meanwhile hunters should place frost traps in the raid once they are in the correct spot.
Warriors, feral druids, protection paladins should do whatever they can to maintain aggro on these adds as damage dealers burn them down and establish a taunt rotation. There are 12 agents that need to be dead before Solarian spawns again. Keep the mobs together by tanking near each other. Mages should also use Frost Nova spell rotations to help the tanks keep them together and AoE them down. Warlocks use Seed of Corruption during this phase. Mages feel free to use Arcane Explosion, Blast Wave, and Cone of Cold spells, depending on their specs, to doe as much AoE damage as possible. Healers please keep an eye on all AoE damage dealers during this phase.
One tank needs to be at each portal to pick up Solarian and the two priests that spawn. Warriors that tank the healers need to interrupt the heals and should have rogues assigned to damage the priests that can help them. Mages and Shamans can also help interrupting the priests but melee damage dealers do the most damage to the priests so put more melee players on the priests. Once all the agents are dead, the rest of the raid should focus on each priest. Remember that the raid needs to be far enough away from the priests to avoid the silence. The warriors may have to drag the priests if the raid is too close. When all of the adds are dead, Phase One begins again.
Phase Three
Solarian turns into a Void Walker and thus begins Phase Three. As a Void Walker, Solarian fears those in melee range, armor increases, but does little damage. The Wrath
of Astromancer debuff does continue during this phase though. Tanks need to stance dance to avoid fearing and may need a fear ward during this phase. For the rest of the raid, the phase is similar to Phase One so just keep healing or doing ranged damage until she is dead.
This fight can become hectic so the raid needs to be organized and communicate with each other. Try to have at least 10,000 health on AoE classes since they are going to take a lot of hits in Phase Two. Everyone in the raid needs to be aware of the surroundings during the fight. The raid needs to move and stand close together. Healers need to do a great deal of quick healing this fight and remain focused during all three phases.