Kael’thas Sunstrider
Kael’thas Sunstrider is the final boss encounter in The Eye instance. Clear either the left or right corridor leading to his room. These corridors are connected to the corridors leading from Al’ar’s room to Void Reaver’s and Solarian’s rooms. Kael’thas Sunstrider is standing with his four councilors. Kael’thas Sunstrider is a verbose boss and engages in a monologue each time the encounter starts. After hearing it for the tenth time, the raid should consider not hearing it again an extra incentive to kill him. This is largely considered the hardest encounter in the game.
Councilors
Unfortunately, Kael’thas’ Sunstrider’s councilors do not just let a raid walk into the room and fight Kael’thas. First the raid has to go through his advisors before attempting Kael’thas.
Grand Astromancer Capernian: The third advisor to activate during the first phase.
Arcane Explosion: If there are targets within Caprenian’s melee range, she casts a spell that does 4,500 arcane damage points and a knock back to all targets within range.
Conflagration: Capernian casts on a random target within a 30 yard range of her. The spell disorients the target and does anywhere between 600 and 900 damage points to the player and to anyone standing within 5 yards for 10 seconds.
Fireball: A direct damage spell that does between 6,000 and 7,000 fire damage to the aggro target.
Lord Sanguinar: The second advisor to activate in the first phase.
Fear: Lord Sanguinar casts a 30 yard range AoE from himself. This spell has a 1.5 second cast.
Master Engineer Telonicus: The last advisor to activate during the first phase.
Bomb: Telonicus throws a bomb at the aggro target that does 9,000 fire damage points if it hits the target.
Remote Toy: This spell puts a debuff onto the target that periodically stuns the player for 4 seconds and lasts 60 seconds.
Thaladred the Darkener: The first advisor that becomes active in the first phase.
Gaze: Thaladred fixates on a random raid member and follows that member around the room.
Knock Back: A direct damage spell that knocks the player back and does 5,000 damage points. The person that is knocked back is usually the Gaze target.
Active Weapon Abilities
The raid needs to fight and defeat four weapons during the second phase. Most of the weapons have about 300,000 hit points, excluding the shield, which has 400,000 hit points and the staff that has 200,000. Some of weapons can be double-tanked, while others hit too hard and need their own single tank. When each weapon is defeated, everyone in the raid can loot the weapon for useable legendary weapons to assist the raid. The corpses despawn after a minute so they need to be looted quickly.
Cosmic Infuser: A one-handed mace that does about 2,000 damage points on plate armor. Melee players are able to interrupt this mace’s heals.
Heal: This spell casts large heals on single targets within range. This spell has a 3 second cast time.
Holy Nova: This spell heals all the other weapons for 1,500 and does the same amount of damage to all enemies in the area.
Devastation: This is a two-handed axe that does roughly 4,000 damage on plate each swing.
Whirlwind: A channeled spell that does at least 2 hits on plate; each does 5,000 damage points on plate.
Infinity Blade: These daggers swing quickly and each dagger hits for 3,000 damage.
Netherstrand Longbow: This bow’s regular shots do about 3,000 damage points on plate armor, while the Arcane Shots do about 5,000 arcane damage points. It also randomly teleports out of melee range.
Arcane Shot: A single target spell that shoots the target for 5,000 arcane damage points.
Multi-shot: A multi-target spell that does 3,000 damage points to targets within range.
Phaseshift Bulwark: This shield hits plate armor for roughly 3,000 damage points per hit.
Shield Bash: This ability randomly interrupts casting of nearby targets.
Shield Spike: This spike does roughly 800 damage points to anyone that hits the shield.
Staff of Disintegration: This staff does about 1,000 melee damage on plate armor.
Frostbolt: This spell does 4,000 damage points to targets and is interruptible.
Frost Nova: This spell freezes targets around the staff in place.
Warp Slicer: A one-handed sword that swings for 3,000 damage points on plate.
Rend: This dot stacks for up to 10 times and ticks for 500 damage every 3 seconds per stack.
Looted Legendary Weapon Abilities
When each weapons, every raid member can loot that weapon to gain a legendary weapon to use in the remaining phases. Below lists the benefits of the looted weapons:
Cosmic Infuser: A one-handed mace dedicated to healers that adds 40 points to Stamina, Intellect, and Spirit and restores 30 mana every 5 seconds to the healer. It increases healing done by 600 points and places a buff on the active healing target that reduces the amount of fire or shadow damage taken by 50 percent for 30 seconds. The main tank will need buff when tanking Kael’thas, as well the phoenix tanks and Capernian tank.
Devastation: A two-handed axe that increases the player’s Stamina by 75 points. It improves the player’s critical strike rating by 50 points and attack power by 150 points. There is a chance to increase the player’s movement speed by 50 percent and melee attack speed by 20 percent for 30 seconds when hitting with this weapon. This is particularly useful when moving to the phoenix adds and eggs or between bosses during this fight.
Infinity Blade: This dagger increases the player’s Stamina by 35 points, increases critical strike rating by 25 points, and attack power by 70 points. There is a chance when an enemy target is hit that the dagger will
dispel a magical effect and increase magical damage taken by 5 percent. This debuff lasts for 30 seconds and can be stacked up to 5 times.
Netherstrand Longbow: This bow increases the player’s Stamina by 20 points; increases ranged critical strike rating by 50 points, and ranged attack power by 70 points. There is a chance when an enemy target is hit that the target will receive a debuff that increases physical damage taken by 5 percent. This debuff lasts for 30 seconds and can be stacked up to 5 times. Use this bow to summon nether spikes to use for ammo.
Phaseshift Bulwark: This shield increases a player’s Stamina and defense rating by 40 points. Click the shield to absorb 100,000 damage points and to grant immunity to Fear and Snare effects for 4 seconds.
Staff of Disintegration: This staff increases Stamina by 75 points and Intellect by 50 points. It increases spell critical strike rating by 75 points and damage/healing by 325. For those shapeshifters, it also increases attack power by 1,125 in cat, bear, and moonkin forms. It places an aura of mental protection to those within 30 yards that grant immunity to stun, silence, and disorient effects. While it is geared to a druid, a druid should not use this staff if the druid is one of the healers (or the healer until another one is able to join the druid) on the main tank during the transition from the fourth phase to the fifth phase. Use common sense when picking weapons for this fight based on player roles.
Warp Slicer: A one-handed sword that increases a player’s Stamina by 35 points, critical strike rating by 25 points and attack power by 70 points. There is a chance to increase the player’s movement speed by 50 percent and melee attack speed by 20 percent for 30 seconds when hitting with this weapon. This is particularly useful when moving to the phoenix adds and eggs or between bosses during this fight.
Kael’thas Sunstrider’s Abilities
When looking at these abilities, remember that some of them are mitigated by the legendary weapons. He is taunt immune and has 4,000,000 hit points. His melee damage is about 4,000 damage points on plate armor.
Arcane Disruption: This spell does an initial burst of 2,000 arcane damage points and disorients the player for 10 seconds. The legendary staff looted in the second phase
gives players within range an aura that grants immunity to the disorient effects. Make sure that the main tank has the staff buff at all times.
Fireball: An interruptable spell that takes 2.5 seconds to cast and does 25,000 fire damage to his aggro target.
Flame Strike: Flame patches that are cast on the ground that deal between 11,000 to 14,000 fire damage points initially (after mitigated) and then additional 3,000 fire damage points per second for every second players remain in the patch.
Gravity Lapse: Kael’thas teleports all the raid members into the air. Members can swim near the ground (be sure not to touch it) and away from each other. Once Gravity lapse ends, everyone falls to the ground and takes fall damage.
Mind Control: Kael’thas mind controls two random raid members every 30 seconds. The Infinity Blade’s proc effects dispel the Mind Control. Assign players with daggers to dispel players that are mind controlled.
Nether Beam: This spell is random and targets players during Gravity Lapse. It does about 2,000 arcane damage points to targets and jumps from one target to another.
Nether Vapor: Small clouds that float in the air during Gravity Lapse. If players touch these clouds, the players receive a stacking debuff that reduces players’ maximum health by 10 percent each time it stacks.
Pyroblast: This spell does around 55,000 fire damage points before being mitigated. Melee players must interrupt this spell while Kael’thas is casting it on the tank. It has a 4 second cast and Kael’thas chain casts at least 3 pyroblasts on the main target after putting his shield up.
Shock Barrier: Kael’thas Sunstrider casts this buff on himself. It prevents melee players from interrupting the Pyroblast spell. It has 20,000 hit points and must be damaged quickly so that it is down before Kael’thas casts another Pyroblast.
Summon Phoenix: Summoned by Kael’thas, these birds fly around doing AoE damage to players and themselves. When they die, they leave a phoenix egg behind that will resurrect the phoenix if it is not killed within 15 seconds.
The Pull and Position
At least 3 tanks are needed for this fight. Clear all the trash around the room, keeping the raid towards the back of the room, opposite of Kael’thas and his advisors. To start the fight, simply walk within range of Kael’thas and his advisors.
Battle
Phase One: One on One
In this phase, the raid fights each of the advisors one by one. It is important to remember that where the advisor dies, the advisor will spawn in that spot in the third phase. Use the four corners to position the advisors where you want them to die.
Thaladred the Darkener: Thaladred is the first advisor the raid encounters. He has 600,000 hit points. He picks a random target and follows the target around the room for about 12 seconds. He keeps doing this the entire time he is active. He can instantly kill players in his path with a melee swing so the idea is to stay away. Kite him around the room, making sure that the raid and the current gaze target stays away from Thaladred. Damage dealers need to damage him from a distance. Sorry melee players. Abilities such as Divine Shield, Iceblock, and Vanish cancel Thaladred’s Gaze. If one of these abilities is used, Thaladred switches to the highest aggro target as his next Gaze target. The second advisor only comes out when Thaladred when he is dead. Try to position him near one of the room entrances at the back of the room.
Lord Sanguinar: Before Lord Sanguinar activates, make sure the Sanguinar tank is position and a hunter misdirects to the tank. This tank is going to either to need stance dance to avoid fears or have fear wards. The rest of the raid stays at maximum range to damage him. Melee players are able to damage him as well. Place him also in the back of the room on the opposite side of the where Thaladred’s corpse is between the entrance and column on that wall. He has 600,000 hit points and should be burned down quickly. Once again remember that were Sanguinar dies, he will respawn in the third phase.
Grand Astromancer Capernian: Once Sanguinar hits about 10 percent, the tank, usually a warlock, should move to the spot where Capernian is tanked. Depending on the strategy used, Capernian is either tanked in the center of the back of the room, against the back wall or in one of the corners near the stage. Just remember that this is going to
be the spot she spawns during the third phase. A warlock, with any of the talent builds, can build enough aggro on Capernian. Have a secondary warlock also building aggro as well. The raid spreads out at maximum range to damage her and heal the warlocks. Some of the damage can be mitigated by wearing fire damage. Melee players should stay out of melee range during this fight. Capernian only has 420,000 hit points so steadily burn her down. Assign healers to be on the warlocks at all times and assign raid healers to heal Conflagration targets. When a healer or one of the warlocks is conflagged, make sure it is called out on the voice communication software the raid is using.
Master Engineer Telonicus: This final advisor is usually tanked by a hunter. Pull him to either the back of the room or to a corner near the stage. Telonicus tosses bombs at his main target. If a hunter is tanking Telonicus, the hunter should kite him in a circle, never stopping. If the hunter receives the Remote Toy debuff, another should kite him until the debuff is gone. A warrior can also tank him and tanks the bomb damage. Melee players are able to be in this fight. All damage dealers need to remember to go easy on damage to allow the hunter or warrior to gain enough aggro. Use this time for mana regeneration as well. If one of the tanks or a tank healer gets the Remote Toy, adjust the damage so that Telonicus does not die until it wears off.
Phase Two: Look, No Hands!
During this phase, the raid gets to fight the advisor’s weapons simultaneously without the advisors. There should be 4 tanks tanking the weapons. The axe, mace, and bow all require their own tanks. The sword and shield and be paired together for a tank as well as the daggers and staff can be paired up for another tank. If this pairing doesn’t work, experiment with other pairings that may work better. Healers need to remember that those tanks that are double-tanking may need more attention and healing. Single weapon tanks should be able to be healed by one healer.
Keep most of the weapons clumped together so that damage dealers can use AoE spells to burn them down but make sure that the weapons are far enough from each other that they can be easily looted. Use a hunter tank on the bow. It teleports around the room and Multi-shots the raid so the hunter is going to maintain aggro on it and keep it facing away from the raid. The axe tank also needs to drag the axe away from the raid since it Whirlwinds anyone within range.
During this phase, use trinkets and abilities that make damage happen quickly and effectively. Damage dealers such as hunters, rogues and shadow priests should first concentrate on the mace while AoE casters continue to AoE the clumped weapons. After those are dead, the bow is next, followed by the axe. The raid has 2 minutes to kill as many weapons as possible before the third phase begins
As soon as the weapons die, tanks, damage dealers, and healers need to loot the appropriate weapon. Now it is important to help the other members of the raid. Grab the legendary weapons for others as well and hand it to them if they are still tanking or healing. It is important to note that players can only pick up one of each weapon so one person cannot pick up two healing maces but can pick up one bow, dagger, mace, shield, sword, etc.
Phase Three: They’re Baaack
Remember where the advisor corpses are? Well now they are back and ready for another round of fighting. Except this time, the raid has to fight them simultaneously to even the odds: 4 versus 25. This phase lasts 3 minutes so equip the legendary weapons and be ready to fight. The advisors still retain the abilities they had during the first phase but now the raid has the legendary weapons to mitigate the damage and effects of those abilities. A helpful hint is to have the tanks for the advisors already in the area of where the corpse was in the first phase.
Thaladred wanders the room using his Gaze ability on the raid. Some guilds kill him first and some place him later in the rotation. He poses the biggest threat to the raid and should at least be second in the rotation. He definitely needs to die before Kael’thas becomes active.
Lord Sanguinar is tanked near one of the entrances in the south of the room. If the tank uses the legendary shield buff, the tank is able alternate between the buff and stance dancing during fears. The tank for Lord Sanguinar usually requires two healers.
Teloni