Throne of the Four Winds: Al’Akir
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At first you see only a whirling cyclone, with flickers of lightning dancing it. Then you realize this is more than just a rapidly approaching windstorm. Looking more closely, you see the silhouette of a winged serpent within the swirling winds, its eyes regarding you through flashing bolts of electricity.
Al’Akir the Windlord is absolute ruler over the skies, air and storms. He is the weakest of the four Elemental Lords of the Old Gods. His domain is the sky over the Elemental Plane, which touches all of the other elements. Consequently, it “…interacts with them more than any other, and yet he is the most capricious and aloof of all the Lords. He is as likely to stir up trouble one day as he is to casually ignore incursions the next.” His mood can quickly change, much like the weather. He is revered by all air elementals and creatures that fly. It is said that he is aware of all air spells that are cast anywhere throughout the multiverse – although this might be true, he rarely becomes personally involved in their resolution unless they affect him directly.


“Your challenge is accepted, mortals! Know that you face Al’Akir, Elemental Lord of Air! You have no hope of defeating me!”

30.500.000 hp

Abilities

Phase 1

  • 100%-80%
  • Ice Storm—Creates a Blizzard that moves around the platform, leaving Ice Patches on the ground behind it. Deals 15000 Frost damage every 0.5 sec to all enemies standing within the radius of the ice patches on the ground. This effect will persist as long as the target remains in this area.
  • Static Shock—Al’Akir shocks all nearby enemies, deals 1000 Nature damage per second, interrupting any spells cast. Lasts 5 sec.
  • Electrocute—Channels a bolt of electricity into the caster’s current target, dealing increasing Nature damage over time. This ability is only usable if the caster is unable to melee attack its target. This ability will end if the target returns to melee range.
  • Wind Burst—Deals 28275 to 31725 Nature damage to all enemies, knocking them back. 5 second cast.
  • Lightning Strike—Deals 19000 to 21000 Nature damage in a cone facing a random enemy every second for 30 sec. This effect chains off all enemies affected causing 19000 to 21000 to all other enemies affected.
  • Squall Line—Creates a wall of Tornadoes that circles around Al’Akir’s platform with an obvious opening in the line players must move to, much like Sartharion’s Flame Tsunamis. 40,000 damage per second to those touching the Squall line. Two walls of Tornadoes on Heroic.

Phase 2

  • 80%-30%
  • Static Shock—Al’Akir shocks all nearby enemies, deals 1000 Nature damage per second, interrupting any spells cast. Lasts 5 sec.
  • Electrocute—Channels a bolt of electricity into the caster’s current target, dealing increasing Nature damage over time. This ability is only usable if the caster is unable to melee attack its target. This ability will end if the target returns to melee range.
  • Squall Line—Creates a wall of Tornadoes that circles around Al’Akir’s platform with an obvious opening in the line players must move to, much like Sartharion’s Flame Tsunamis. 40,000 damage per second to those touching the Squall line. Two walls of Tornadoes on Heroic.
  • Acid Rain—Deals 500 Nature damage per second to all enemies. This effect will increase by 500 every 15 sec until Al’Akir enters phase three.
  • Stormling—Summons a Stormling add (300,000/1M HP 10/25) with a nature damage aura that will apply Feedback to Al’Akir when slain. Deals 2375 to 2625 Nature damage every second to all enemies within 20 yards (on Heroic increasing Nature damage they take by 25% for 2 sec, Stacks.)
  • Feedback—A Stormling’s death causes a feedback effect towards Al’Akir, increasing the damage he receives by 10% per stack. Lasts 20 sec.

Phase 3

  • 30%-0%
  • Al’Akir shatters his platform and creates a zone-wide Relentless Storm, lifting all players into the air and giving them the Eye of the Storm buff as long as they remain near him.
  • Eye of the Storm—Flight. Movement speed increased by 300%.
  • Chain Lightning—Cast constantly in phase three. Deals 14250 to 15750 Nature

    damage to a random enemy target and then jumps to additional nearby enemies. Each jump increases the damage by 30%.

  • Lightning Rod—Causes a random target to begin to emit lightning to nearby friends after 5 sec, dealing 4750 to 5250 Nature damage per second to all friends within 20 yards horizontally, and 5 yards vertically. Lasts 5 sec.
  • Lightning Cloud—Summons clouds at the altitude of a random enemy. After 5 seconds, these clouds erupt in lightning, dealing 47500 to 52500 Nature damage per second to all enemies at the same altitude. Lasts 30 sec.
  • Wind Burst—Deals 38000 to 42000 Nature damage to all enemies, knocking them back.
  • Should you move too far away from Al’Akir (or too close to him!) out of the Eye of the Storm you will receive a very unpleasant debuff.
  • Relentless Storm—Caught inside the Relentless Storm!

Strategy

As found on WoWhead

Phase 1 (100-80%)

The key here is to spread like CRAAAAAZY. In 10man, make single stacks and spread healers equally to be able to heal everyone. In 25, make stacks of 2’s and 3’s, the damage is pretty crazy compared to 10man but you just gotta heal it. Boss doesnt hit tank very hard at all.

As for abilities, he spawns a random lightning web thingie that chains to everyone inside it, hitting for 20k for every player inside. So make sure you move ONLY front/back and not sideways when moving (sometimes you have to, but just avoid it generally).

When Wind Burst casts, move closer to boss, deals ~40k dmg to everyone and knocks them back.

Dont stand under blizzard (the blizzard itself doesnt hurt, but the ice on ground doe and slows).

When tornados circle around the platform, find the gap between them and go through it to avoid getting grabbed by them. This is all about invidual skill, everyone must be aware of tornados coming from both sides.

Phase 2 (80-30%)

Chain lightning web of doom stops, so everyone move to one side of the boss, with tank on one end, melee dps on other and ranged in between.

Tornados from P1 still spawn, they also spawn faster so you might have 2 up at the same time. Wind burst is gone (Not 100% sure on this, cant remember atm), but little adds called stormlings spawn. Offtank or a dps with a taunt (DK in BloodP is <3) grab them and keep them away from the raid and bring them down one by one after 3 of them are spawned. On death, they will debuff boss with 10% damage taken, which stacks, so make sure you dont instantly kill the first one that spawns but wait a little bit.

There will also be a debuff called Acid Rain which stacks as long as phase 2 lasts, dealing increasing damage to everyone in the raid (the stacks can be reseted with AMS/bubble/block). Pop hero/bl somewhere around halfway through p2, its not really needed in p3.

Phase 3 (till 0)

Everyone flies in to the air, boss is untankable. This is really a lot easier than any of the phases, it just looks like it could be hard. Start by having EVERYONE move UP, towards the altitude of the bosses head. Set up some raid marks to keep everyone at the same level. When storm clouds spawn, move downwards a bit. When lightning appears around someone, move away from him. Rinse and repeat until boss is dead. If you get too close to the bottom, simply move through the lightning cloud, the damage isnt even that bad.

As found on WoWWiki

Al’Akir is an encounter that starts slow and builds up in difficulty. Raids will need to coordinate Stormling deaths to roll Feedback on Al’Akir in Phase 2 before their healers are overwhelmed by acid rain. 

A successful strategy for the Relentless Storm phase is to split the raid into two groups and have one begin at the top and one at the bottom of the Eye of the storm. The groups spread out at the same altitude, moving slightly down/up for Lightning Cloud. The raid moves down 5 yards when lightning rod goes out as well (better to have the lightning rod stay still, lest the raid be trapped by a lightning cloud on him).

The final phase is extremely healing intensive, and Al’Akir must be killed before the raid runs out of room in the Eye of the Storm and has to double back through a lightning cloud which is usually death.



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