Tempest Keep: The Eye - High Astromancer Solarian

Started by Shadowwolf, March 29, 2008, 09:58:43 PM

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Shadowwolf

http://www.wowwiki.com/High_Astromancer_Solarian
http://www.mmo-champion.com/index.php?page=268

Videos:

https://www.youtube.com/watch?v=R4NkbVdcUJk

Abilities:

Phase 1

  • Arcane Missiles - Deals about 3.5k arcane damage per hit with 3 hits in total during the channeling time. Can be partially resisted and interrupted by having a tank taunt Solarian, forcing her to interrupt the cast.
  • Wrath of the Astromancer - Randomly cast on raid members at irregular intervals. The affected player immediately deals continous AoE damage to others for 6 seconds, and then explodes. The AoE damage is a fixed amount, distributed evenly to all targets in range. The explosion deals 5400-6600 arcane damage to everyone in a 10 yard radius, and throws everybody affected by it high enough into the air for about 90% falling damage. Upon landing, the person with the debuff is protected against falling damage, while everybody else is usually killed.
  • Blinding Light - 2500 arcane AoE damage to the whole raid. 20 second cooldown.
  • Teleport - Every 50 seconds, Solarian will teleport away and spawn 12-15 Solarium Agents. After 15 seconds, she will return together with two Solarium Priests.

    • Solarium Agent

      • 30,000 Health
      • 1500 melee dmg to cloth
    • Solarium Priest

      • 80,000 Health
      • Great Heal - Heals for 23125 to 26875 (Interruptable)
      • Holy Smite - ~300 Holy Damage

Phase 3 (Voidwalker)

  • Fear - Fears up to 5 targets in melee range.
  • Void Bolt - Deals 4394-5106 Shadow damage to the person with the highest threat (Tank)


Suggested Strategy:

Positioning

During this phase, all ranged classes (healers and damage dealers) should stand close together on one spot. This makes it easier for people with the bomb debuff to get clear of everyone else, and AoE heals are more effective.

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Wrath of the Astromancer (Phase 1 Only)

This is the main reason for wipes here. In irregular intervals, Solarian casts this debuff on a random raid member. The affected player immediately deals continous AoE damage to others for 6 seconds, and then explodes. The AoE damage is a fixed amount, distributed evenly to all targets in range (thus if many raid members are close, they take only low damage). The explosion deals 5400-6600k arcane damage to everyone in a 10 yard radius, and throws everybody affected by it high enough into the air for about 90% falling damage. Upon landing, the person with the debuff is protected against falling damage, while everybody else is usually killed.

Raid members receiving the debuff must immediately get clear from all other raid members. This is the single most important aspect of this fight. If people are slow in noticing they are the bomb, then the addon SolarianAlarm which turns the entire screen blue for those with the debuff, may be helpful.

Note: A Rogue's Cloak of Shadows and a Paladin's Divine Shield no longer trigger the explosion instantly, so using these abilities is now perfectly safe.

Arcane Missiles

Most of the time, Solarian busies herself with spamming Arcane Missiles. Since they deal a substantial amount of damage, it's important that healers react quickly when a raid member is about to receive it. 2-3 healers should be dedicated to the task of keeping the arcane missile targets up. They can set up a macro to cast a quick heal on Solarians current target. It's rather risky to use slow heals here.

Shamans should keep up four totems at all times, since the arcane missiles do target them, and pop Heroism/Bloodlust early.

Example macro for paladins (just spam this when Solarian is casting missiles)

/target High Astromancer Solarian
/assist
/cast Flash of Light(rank7)


Phase 2

Every 50 seconds, Solarian disappears and 12-15 non-elite adds spawn from three "light portals". After 15 seconds, she re-appears together with two elite priest adds, and Phase 1 starts again.

During the 15 seconds of Teleport, the whole raid should concentrate in the center of the room, and start all-out AoE. People need to be very quick here, because Solarian starts her usual phase 1 routine right after she reappears.

This need for high speed puts the AoE damage dealers at a high risk - they cannot allow a lot of time for the tanks to build aggro (but still need to do so, else they'll die right away).

After 15 seconds, Solarian and two priest adds spawn from the beams of light. It's possible to determine from which beam the boss spawns - it's the one which is exactly on the circular border, whereas the two other beams which are not exactly aligned with the border spawn priests.

The priests try to heal themselves and the boss - keep them stunlocked and interrupted, and nuke them. Only melee damage dealers are free to stay on Solarian, all ranged damage dealers must first kill the adds before returning to the boss.

Phase Three

When Solarians health hits 20%, the fight turns into a simple "tank and spank" style combat (even if only a few raid members are alive the fight is usually won at this stage). She turns into a massive armored voidwalker and stops all of her former attacks. In that form, she has substantially increased armor, an shadow bolt attack and fears people in melee range. This fear can be avoided by the usual measures (Fear Ward, stance dance, tremor totem).
Come to the darkside, we have cookies.
"A flute with no holes is not a flute, and a donut with no hole is a danish" - Chevy Chase as Ty Webb in Caddyshack
"Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind."- Dr. Suess


Shadowwolf

Come to the darkside, we have cookies.
"A flute with no holes is not a flute, and a donut with no hole is a danish" - Chevy Chase as Ty Webb in Caddyshack
"Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind."- Dr. Suess


Air

#2
Here's the link for SolarianWatch, http://www.twilightonalex.com/index.php?option=com_docman&task=doc_details&Itemid=5&gid=111, should help if someone gets the bomb.  Hasn't happened to me yet, so I can't confirm that it works, but others have said it does indeed work.
"Don't be a Dick." - Wil Wheaton
"There are three kinds of men. The one that learns by reading. The few who learn by observation. The rest of them have to pee on the electric fence for themselves." - Will Rogers

Shadowwolf

Added the link to the local version on our server since Curse's site is so crappy and unstable =)
Come to the darkside, we have cookies.
"A flute with no holes is not a flute, and a donut with no hole is a danish" - Chevy Chase as Ty Webb in Caddyshack
"Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind."- Dr. Suess



Air

Idea I had for Solarian was for melee to stay where there at when she teleports and wait for the two priests appear.  The range should be able to aoe the adds down.  This should cut down on travel time and help with overall dps.
"Don't be a Dick." - Wil Wheaton
"There are three kinds of men. The one that learns by reading. The few who learn by observation. The rest of them have to pee on the electric fence for themselves." - Will Rogers

Telfurion

Yeah, that's pretty much what I did, but if the beacons are close enough, you can get in a few hits on the adds before the priests spawn.