Showing posts with label Throne of the Four Winds. Show all posts
Showing posts with label Throne of the Four Winds. Show all posts

Tuesday, 19 April 2011

Quick update and Al'Akir 25 Heroic vid!


I am still alive! It's been a while since I've posted so I thought I'd try to get a quick update up. The tricky thing I always find with brief updates is whether any of it is actually relevant (and, hence, readworthy)!

There hasn't been too much news of late, mostly just smaller content and item updates for the next patch. Patch 4.1 is still on the PTR, though it seems like we should be seeing that hit live servers within the next few weeks, possibly as soon as next week. I'll be updating the Resto and Feral guides for the upcoming changes when the patch goes live.

In more exciting news, we finished up the current content a couple of weeks ago, wrapping up with an Al'Akir 25 heroic kill after our Sinestra kill. Sinestra was quite a fun fight, particularly as for part of phase 3 you get a 100% haste buff and essentially infinite mana regen for a period of time, which makes for a lot of fun healing and DPSing! Though the tanks still get wrecked (along with the whole raid, really, as we also get increased damage taken that phase) so it's still edge-of-your-seat healing. It was nice to have a fight that wasn't really based around RNG, though. Al'Akir was a real pain for RNG, mainly as in Phase 1 you can easily have lightning, ice patches, a squall line, and wind burst all line up on one person - which for many is easily a death. If you can get out of phase 1 clean, you can pretty much get a kill (provided no one does anything too dumb), it's the same as normal mode from there out, just more health for Al'Akir and more damage taken.

I've been wanting to finish updating my raid guides (as many are still based off the beta previews) and maybe even get a Sinestra one up, so I'll be trying to make some time to do that. I think we'll be hitting up the PTR for the 4.2 Firelands raids when they're available though so hopefully I can have some mini-previews and screenshots of that when it's available.

As this post is pretty light, I'll leave you with a video made by our Bear tank Reesi (of The Inconspicious Bear) of our Al'Akir 25 man heroic kill. You can see the amazingness that is Phase 1 and our lovely spot up in front (I got to stack with the tanks)!

Friday, 4 March 2011

Tips and Tricks for the First Tier of Cata Raiding



There are a lot of useful little tips and tricks for the different bosses and encounters in the first set of Cataclysm raids, not all of which are too obvious, so I thought I'd share those that have helped me and my guildies out so far this tier! 
I'll start with some general tips before moving on to specific encounters.
Mirror of Broken Images - This trinket (attained from Tol Barad vendors for 125 TB Commendations at Exalted) is an amazingly helpful trinket for any fight this tier, normal or heroic mode (though especially heroic). Although Mastery isn't always useful for every class and spec, it can be Reforged into a more useful stat. While you may not use the trinket for every fight, it's great to have at the ready for when you need it, especially when working on a new and difficult encounter.
The biggest gain of this trinket is its /use - Increases Arcane, Fire, Frost, Nature, and Shadow resistances by 400 for 10 seconds, on a 1 minute cooldown. I highly recommend every raider pick one of these trinkets up to have ready in your bag, especially if you're looking to do heroic modes. The trinket can save your life in a fight and, for druids in particular, can be nice to alternate with Barkskin on fights with repeated large damage that occurs more frequently than every minute (e.g. Nefarian's Electrocute every 10%).
Drums of Forgotten Kings - Note: It appears this may have been hotfixed to no longer work (24 March HotfixesThis is an interesting one. Using the Drums instead of Mark of the Wild or Blessing of Kings essentially gives you a trade-off of 1% less stats (4% rather than 5%) but will get you to a solid 247 Resists across the board - Arcane, Frost, Fire, Nature, and Shadow (including other relevant raid buffs ie Shadow Protection, Nature Resist, etc) as opposed to a normal 195 resist. 
ETA: Several have asked about this, I grabbed a couple of screenshots in our last raid to show this... click: Mark/Kings with 195 Resist ; Drums of Kings with 247 Resist. Both SSs also have Resist Aura (Pally), Shadow Protection (Priest), and Nature Resist (Shaman).
Range Checker - Most Boss Mods will have a Range checker window which are immensely helpful for fights that require you to spread out or get away from other raid members.
Power Auras Classic - This is a great Addon (one I use in my normal UI setup, visible here) which allows you to put in custom Debuff alerts. This is great for setting up additional alerts for debuffs in boss fights to help warn you - they are completely customizable and can be made with various icons, colours, and even animations and sounds. I will list debuffs which are helpful to make Power Auras alerts for each boss.
Atramedes - This is an addon which measures and displays in simple percentages the amount of Sound (Atramedes) or Corrupted Blood (Cho’gall) of everyone in your raid.


Bastion of Twilight
Halfus
Quick Drake Guide
Time Warden: Grants the Proto-Behemoth the Fireball Barrage ability. Releasing slows the fireballs from the Proto-Behemoth.
Stormrider: Gives Halfus the ability to cast Shadow Nova. Releasing slows Halfus’ Shadow Nova cast time.
Nether Scion: Applies a +100% Attack Speed buff to Halfus. Releasing slows Halfus’ attack speed and reduces his damage done.
Slate Dragon: Gives Halfus Malevolent Strikes, a stacking healing debuff. Releasing occasionally paralyzes for 12 seconds. 
Whelps: Gives the Proto-Behemoth the Scorching Breath ability. Releasing reduces the Proto-Behemoth’s damage done.
As each drake dies, it causes Halfus to take 100% increased damage from all sources. Stacks.
It is generally easier to never release the Slate Dragon, as the paralysis affects everyone and the healing debuff can be handled through simple tank taunt swaps.
Furious Roar (cast by Halfus when he is sub-50% HP) is Physical damage, so Blessing of Protection will protect the target from the damage and knockdown. Useful on a healer such as a druid or priest for Tranquility / Divine Hymn in this phase.
Valiona and Theralion
Twilight Blast - If you focus Theralion, you can easily see if he’s targeting you for a Twilight Blast while he is in the air, giving you more time to move out of the way. Spread out some while he’s in the air so the Blasts don’t hit multiple people.

Important debuffs for healer’s raid frames: Blackout.
Ascendant Council
In Phase 1, the person with the Heart of Ice debuff should be near the group attacking Ignacious and the Burning Blood debuff near the group attacking Feludius for a buff to damage done before the debuffs are dispelled.
In Phase 2, the AE ability order is always Quake, Thundershock, Quake, Thundershock, so you know to alternate the tornado’s Swirling Winds buff and the Grounded buff. You can survive Thundershock without being grounded if you have a cooldown available (Barkskin, an external like Guardian Spirit, etc) but you will not survive Quake without the Swirling Winds buff.
Power Auras Debuffs: Lightning Rod. Heroic mode: Frost Beacon, Static Overload.
Important debuffs for healer’s raid frames: Gravity Crush in phase 3.
Cho’gall
Simple notes for healers: When Cho’gall summons the Fire Elemental, there will be damage focussed on the tanks. When Cho’gall summons the Shadow Lord, there will be more damage on the raid.
The Blood of the Old God (the small, oozey adds) can be stunned, slowed, and knocked back.
Good interrupts of the Worshipping channel is key in this fight. AE abilities like a Priest’s Psychic Scream, a Prot Warrior’s Shockwave, Destro Lock’s Shadowfury, etc can be extremely useful for quick interrupts while the raid is grouped up. 
Some guildies provided an excellent macro for reliable individual stuns players can use to interrupt the Worshipping channel. This macro will clear your current target (eg Cho’gall), target the nearest enemy player (a Mind Controlled raid member), cast the interrupt, then return you to your previous target (eg Cho’gall).
#showtooltip
/cleartarget
/targetenemyplayer
/cast (Name of Interrupt)
/targetlasttarget
For a cat, you could put in /cast Skull Bash(Cat Form) into the /cast line of that macro.
Displaying enemy nameplates can also help you immediately identify when players are mind controlled.
Blackwing Descent
Omnotron Defense System
Magmatron’s ability Acquiring Target can be removed by a Paladin’s Divine Shield, Rogue’s Cloak of Shadows, and a Mage’s Iceblock.
Do not do anything to drop threat on Toxitron’s adds if you are Fixated - it will cause them to find a new target and could lead to them blowing up someone in melee range. The adds can be slowed.
Position the bosses so that they pass through Toxitron’s green Chemical Cloud - the cloud causes everything to take additional damage, including the boss. Toxitron’s adds will also take additional damage if you are able to kite them through the cloud.
Stand in the Power Generator pools left by Arcanotron - they will boost your damage and mana regen!
Important debuffs for healer’s raid frames: Acquiring Target, Lightning Conductor.
Magmaw
Disable Projected Textures! Disabling Projected Textures removes the appearance of the bright green and white circles from the Druid and Priest AE healing spells, but it does not diminish the graphics for Pillar of Flame and Meteor (Heroic). This makes it immensely easier to see the fire and Pillar of Flame target spots, especially while in melee.
To disable, go to Options > Video > Projected Textures > Disabled.
I recommend turning it back on afterwards, as other fights have effects which need to be shown!
Resto Druids: Plant your Wild Mushrooms by the spike - when Magmaw is impaled, Detonate them for some nice damage!
Chimaeron
Assigning or claiming spots before the start of the fight helps ensure everyone remains spread out when they need to be and that no one crashes into each other when spreading back out after Feud.
For Boomkins: When afflicted by the Caustic Slime hit-reducing debuff, use Wild Mushrooms - they won’t miss.


A DPS can technically tank the Break attacks while the Bile-o-Tron is online; as long as they're above 10k health they won't die. The Double-Attack tank (and Feud tanks on Heroic) must be proper Tanks. (See Chimaeron Raid Guide).
Heroic: In Phase 2, Nefarian begans casting Mocking Shadows, dealing 2,000 shadow damage every second to all enemies. It is important to ensure the raid is fully topped off before Phase 2 begins in Heroic in order to help keep everyone alive to DPS the last 20%. Abilities like Power Word: Shield, Power Word: Barrier, and Aura Mastery can be helpful in mitigating or absorbing much of this damage.
Important debuffs for healer’s raid frames: Low Health, Break.
Maloriak
The Flash Freeze ability in the blue phases causes initial damage and also damages the frozen player when the freeze is broken. Be careful not to DPS the tombs too quickly before the target is healed. Druids can pop Barkskin if hit by Flash Freeze for extra protection.
Abilities like Hunter traps, Frost DK’s Howling Blast (with Chilblains), and Mage’s Ring of Frost can be helpful in slowing and stopping the adds managed by the kite tank.
Prime Subjects in the final phase fixate on a target and are immune to taunt. Blessing of Protection and other abilities are helpful on raid members targeted (especially healers or squishy DPS).
Power Auras Debuffs: Consuming Flames, Biting Chill, Dark Sludge (Heroic).
Important debuffs for healer’s raid frames: Flash Freeze, Engulfing Darkness (Heroic).
Atramedes
Melee - Atramedes has a huge hitbox, stand as far out from him as you can to give yourself more time to avoid the Sonar Pulse discs.
In air phases, the second target Atramedes chases will be whomever hits a shield/gong in the air phase. Assigning a class or player with some sort of sprint-like ability to hit the shields can be helpful as they’ll have the speed boost to kite Atramedes.
Nefarian
Disable ‘Water Collision’ effects - this effect is what causes your camera to dip below and above the surface of water/lava in the game. Turning it off will allow you to just see your character from above the surface of the lava, making it much easier to see where your pillar is and get on.
To turn it off go to Options > Interface > Camera > Un-tick ‘Water Collision’.
Do not try to lifegrip (Leap of Faith) players onto the platforms - it doesn’t work and may get them caught on the lip of the pillars.
Do not jump in and out of the lava when sitting in it (especially on Heroic mode when you need to go into it for Explosive Cinders) - it will stack the Magma debuff faster. If you need to leave the platform, simply strafe off and strafe back, saving the only jump used for getting back onto the platform.
Note: As of the 16 March Hotfixes, toggling run/walk no longer works to slow down your movement speed when Mind Controlled (Dominion). To slow players in order to give them more time to stack up the power buff, try dropping slowing abilities such as Frost Traps and Earthbind Totems. For heroic mode in Phase 1 and Phase 3, have your Toggle Walk/Run keybound and toggle the walk on for the Mind Controls (Dominion). If you are mind controlled, this slows your movement towards the portals, giving you more time to stack up the power buff before you need to release yourself from the mind control. 
If you are Mind Controlled, you will get a new bar - press 1 to release yourself from the MC, press 2 to build stacks of the Siphon Power buff.
The adds in Phase 2 which need to be interrupted are called Chromatic Prototype. These adds do not melee and do not require a tank, they just need to be interrupted while killed. On Heroic, these adds need to die at about the same time, as Nef will begin to land as soon as the first one dies.
Important debuffs for healer’s raid frames: Magma (lava), Heroic Mode: Explosive Cinders, Dominion.
Power Auras Debuffs: Explosive Cinders.
Throne of the Four Winds
Conclave of Wind
If you ever have to go to the East Platform with Rohash, I highly suggest setting him as your focus in order to see if and when he is casting Wind Blast (cutters). 
Also for East Platform, in preparation for cutters it is best to hover carefully in melee range (avoiding tornadoes) before each Wind Blast. This will position you best for moving aside from the Wind Blast. If you are too far at range, you may be unable to move out of the way in time. Zooming your camera out is also helpful as it will give you a full view of Rohash and help you see which way he is facing. If you are still having trouble seeing where he is facing (especially if you are in melee range), watch people’s pets - pets will always position themselves behind their target. 
Wind Blast always rotates in the same direction (clockwise). 
If you are on the North Platform (Nezir/frost), try to avoid standing in the centre of the platform. The raid needs to stack up there to soak the damage during the Specials, and you don’t want a Frost Patch laid down in the centre just before a Special occurs.
Al’akir
The Squall Lines (tornadoes) have a graphic when they begin to spawn, they start as gold and white swirls which pulse a couple of times before the actual tornadoes form. This allows you to see where they’re spawning and can also help you spot where the gap will be.
People can be lifegripped (Leap of Faith) out of the Squall Lines.
Be sure to have your Sit ability keybound - Phase 3 has everyone ‘swimming’ in the air and you will need to move up and down - using the ‘Sit’ / down binding makes it very easy to move straight down.
Power Auras Debuffs: Lightning Rod.


Hope some of these tips are helpful! Be sure to leave a comment with any additional tips, tricks, or ideas you've found helpful in this tier.

Monday, 31 January 2011

Conclave of Wind Heroic Video!

A quick post today, with my Heroic Conclave of Wind video!

A quick note before the video, I'd really appreciate additional reads on my post on druid healing, particularly the post on the WoW Healing Forums - I'm really hoping some devs as well as players will give it a read, as I do feel the issues discussed are really important for druids (and also for Shamans, who are in a similar situation at the moment). Any constructive comments on the post are appreciated, whether joining in the discussion if you agree or disagree, have a good idea of your own, or just chiming in to say if you like the ideas or not :D It will bump the post as well in a positive way and might even get some good ideas brewing!

Back to the video! I recorded our Heroic Conclave of Wind kill last night and finally got to make the video for it - I've been wanting to do this for a couple of weeks now as I had a specific set of music I really wanted to use in the video. Very different music than my other videos so far, and fits very well I think! I also managed to get this one uploaded at 1080 HD, continuing to work to improve my vid quality (though think I may hit a point where maximum quality videos may actually require a better computer).

Anyhow, without further ado, Conclave of Wind Heroic! (Watch in HD!)



For those interested, I actually run a different spec for this fight, 8/2/31, picking up 3/3 in Perseverance for the 6% reduced spell damage. I also still max out Gift of the Earthmother to help keep my Rejuvs frontloaded and as I tend to let my Lifeblooms bloom a fair bit more on this fight, since I'm mostly jumping around a lot healing many targets and myself as needed (rather than being on a set tank target the whole fight, as there's no tank on the East platform and I'm only briefly on the North platform). I drop Nature's Cure (as no dispels are needed in this fight), Swift Rejuv (simply as it's not a crucial point in here so I feel I can spare it), and only take 2 points in Efflorescence to get the 3 for Perseverance. That last point feels a bit difficult to drop, but, given how mobile people are on East, most will not be standing for long in Efflorescence, let alone stacked up in it, and the stacked healing for the North platform specials are boosted by many of the other healers being there with their AE heals plus Power Word: Barrier, glyphed for 10% extra healing while in the barrier as well as the damage reduction.

The video also shows nicely just how crazy that East platform with Rohash can get with Tornadoes (and how much they can affect visibility, seen towards the end of the video) and Wind Blast. Timing and awareness really has to be sharp on the East platform, and I always have an eye watching that Wind Blast timer, as well as keep Rohash focussed to see what he's casting.

I also save Tree of Life for the East specials for the instant Regrowths and multiple LB stacks during the special - I pop it when Rohash is at about 80 energy or so in order to maximize how much use I get out of ToL, as I always shift into cat form for the fall. On normal mode you may survive dropping while not in cat form, but it's an excellent habit to get into, as it is highly unlikely you'll survive full fall damage and are consequently targeted for a Slicing Gale attack (especially if your debuff stacks are high). If I can as well I'll use ToL as a DPS cooldown at the end (as I do at the end of the video).

Enjoy!

Wednesday, 3 November 2010

Beta Raid Testing - Throne of the Four Winds

Thought I'd change tack on this post and give a preview of the raid instance in Uldum, Throne of the Four Winds. I unfortunately don't have as many lovely screenshots of this instance as it was a bit harder to grab shots of some of the bosses (the first boss is actually three bosses spread around the instance), but I have got a few still!


This is definitely one of the most unique instances I've seen. The place itself is all the way up in the sky, rising out of the clouds, and the art and architecture inside are just amazing. The design is really stunning, and it's a really lovely shift from the dark gloom and the lava in the Bastion of Twilight and Blackwing Descent.


There are only two encounters in this instance. From my understanding, this instance is supposed to be roughly equivalent to encounters like Malygos in that it's a short instance with no trash to deal with.

Inside is really quite unique - there are a total of five platforms, one in the centre surrounded by four smaller ones. The first platform is where you zone in on, the three others surrounding the centre hold the bosses for the first boss, Conclave of Wind, and the largest, centre platform is where Al'Akir sits (the final boss). To get to each platform you walk (carefully) onto a ramp of air, which will launch you up and over to the next platform. These can be a bit tricky - especially during the first encounter (where you will need people transferring platforms) - you want to move slowly and directly onto them. Also, don't levitate or slow fall before going onto one, as it will launch you too far and you'll likely end up flying off to your death.

Conclave of Wind


The Conclave of Wind is made up of three bosses, the Djinn: Anshal, Rohash and Nezir. All three bosses have an energy bar which, when it reaches 90 energy, will allow them to cast their special ability and will reset their energy to zero. You cannot jump between platforms during a special ability, and there MUST be raid members at each boss at all times - if any boss is left completely alone, they will wipe the raid. All three bosses must be killed at roughly the same time or they will regenerate.

Ability information sourced from WoWpedia.org.

Anshal:
Soothing Winds: Summons an area of calm winds on a random friendly target creating a green circle which will heal allies for 20,000 per second. Enemies (raiders) in the area will be silenced/pacified while in the area.
Nurture: Summons a Ravenous Creeper every second for five seconds.
Toxic Spores: Caused by Ravenous Creepers, spores erupt every second for five second afflicting those within 8 yards iwth a deadly toxin which deals stacking Nature damage for five seconds.
Zephyr: Cast at full energy, this healls all allies within 15 yards for 25,000 health per second and afflicted targets gain 15% damage for 15 seconds. Stacks.

Nezir:
Wind Chill: Deals Frost damage to all enemies within 15 yards and increases all frost damage taken by 10% for 30 seconds. Stacks.
Permafrost: Channels a Frost blast at Nezir's current target dealing ~10,000 damage per second in a frontal cone for 3 seconds.
Ice Patch: Deals ~7000 frost damage per second to all enemies within 20 yards and slowing their movement speed. Stacks, lasts 3 seconds.
Sleet Storm: Cast at full energy, deals ~30,000 Frost damage per second to all enemies within 100 yards. Damage is split among all targets.

Rohash:
Slicing Gale: Cast instead of a melee attack - Winds slice through a random enemy target dealing ~12,000 nature damage and increasing Nature damage received by 5% for 30 seconds.
Wind Blast: Slowly spins around the platform, blasting the area in front of the caster for ~10,000 nature damage and will knock back anyone struck 200 yards.
Tornado: Summons 3 tornados which move randomly and deal damage to anyone within 10 yards of them and will knock back.
Hurricane: Cast at full energy, this creates a vortex of wind, catching nearby enemies and lifting them into the air. Causes Nature damage and drops enemies at the end of the cast, causing fall damage.

As you can see, each boss has their own unique abilities and specials. Strategy can be pretty variable it seems like, and we tried several different strategies. In general, for having them die at the same time, what seems to work is beginning with one boss and burning him down to roughly 10%, moving to the next boss and repeating, then moving to the final boss, burning him down completely, then moving back and finishing off the first two. If you can split your dps up enough (more likely in 25s probably) you may be able to try burning all three at the same time rather than moving. As of now, your best bet may be being open to experimentation and working with your group makeup and how you're able to handle abilities. On our 25s kill, we used the movement strategy, burning down first Rohash, then Nezir, then Anshar, then returning to the previous bosses to finish them off after Anshar went down.

There MUST be raid members at each boss at all times - you cannot move your entire raid from boss to boss. If any of the three bosses is left on their own, they will cast an ability which will wipe the raid. You will generally be fine with leaving a tank with 1-2 healers at each boss as the rest of the raid moves to the next boss. All the bosses need to die within a very short time of each other (roughly at the same time) or they will regenerate.

Some key things to note for each boss:

As Rohash doesn't have a melee attack, you don't necessarily need a tank for this boss, which is particularly useful for 10 mans (on 25s you can easily just have a tank for him, and have the tank remain with the boss along with a healer when the rest of the raid moves to the next boss.

Sleet Storm, cast by Nezir, can do a significant amount of damage, but it is split amongst the targets in range, so if your raid is mostly on Nezir when he casts his ability, damage will be mitigated.

There are several stacking abilities which may require tank swaps throughout the fight, so it's important your tanks (and healers who have remained at each boss with them) communicate. In particular are Wind Chill and Slicing Gale, and potentially Toxic Spores.

The bosses won't aggro if you just step onto their platform, so what seems to be the best pre-pull strategy is for the raid to buff up on the first platform, then for everyone to move to their designated platform and prepare to pull together. Also keep in mind raid-wide buffs vs range buffs - for instance, any warlocks should turn off their imp's Pact and instead have your priests buff Fortitude to ensure no one loses range on Pact.


Unfortunately I don't have a good screenshot as yet of the three Djinn. But after you kill them, Al'Akir (above) will appear. In that screenshot I've clicked on the wind current on the first platform which will launch you up and onto his platform.

Al'Akir


This is a pretty interesting boss. There are three phases to the fight. Abilities sourced from WoWpedia.org.

Phase 1:
The first phase is from 100% down to 80% HP. We found the best positioning was to have basically two groups for this phase, the tank up front and the melee and ranged stacked up at the back, and possibly a couple of healers inched in towards the tank to keep him in range.

He has a few abilities in phase 1 to be aware of. One is Ice Storm, which creates a blizzard that moves around the platform and leaves a path of frost, which deals frost damage and slows movement speed. Not killer, but best to stay out of. Another is Static Shock, which deals damage to nearby enemies and interrupts spells cast, lasts for 5 seconds. This may be avoidable at range, but staying in melee will be helpful for his other main ability, Wind Burst. Wind Burst deals ~30,000 Nature damage to all enemies and knocks them back. It is best to run into melee range for this cast to prevent getting knocked off the platform. While getting knocked off won't kill you, it takes a few moments for you to get caught in the winds and swirled back up onto the platform, so it will waste a fair bit of time. You can resist the knockback, but don't count on it.

In Phase 1 and in Phase 2, Al'Akir also has an ability called Electrocute, which channels a bolt of electricity to Al'Akir's target (the tank) and does increasing damage over time. Al'Akir is only able to use this ability when he is unable to melee the target, so it will likely be up whenever the tank is either knocked away or has to move out of melee range. The tank and healers should be ready for this when the tank needs to move.

Phase 2:
Phase 2 keeps only two of the abilities of Phase 1, Static Shock and Electrocute. Several new abilities are introduced. One is Acid Rain, a stacking Nature damage which will continue to stack until you hit Phase 3. This is essentially a soft enrage - if you take too long to get to phase 3 (30%), this will eventually kill you. Al'Akir also summons adds in this phase called Stormlings - when these are killed, they can apply Feedback to Al'Akir, a debuff which will increase the damage he receives by 10% per stack, lasting 20 seconds. You want to try to kill these Stormlings to stack up that debuff as much as you can.

The biggest ability he will do is a Squall Line - this creates a wall of tornados which circle Al'Akir around the platform. Each wall will have a gap the width of one tornado, which players must move to to avoid getting hit by the tornados. Getting hit by one will trap you in the tornado, dealing damage and eventually flinging you off the edge. You can survive this if you are healed through it, but ideally you do not want anyone getting hit, as you will lose DPS time, heals and mana. You can see where each set is going to spawn, as they will start forming as gold-white wind swirls and solidify into the gray tornados.

Phase 3:
I imagine this will be another phase people will love or hate - at 30%, Al'Akir will shatter the platform and engage phase 3, tossing everyone up into the air. Everyone is in flight with their movement speed increased by 300%. The best strategy this phase seems to be coordinating everyone's movement, as his abilities this phase will be cast at random raid members and can quickly eat up usable space. We began by flying everyone to the very highest we could go. Al'Akir will summon Lightning Clouds, which will create a thick dark gray layer of clouds at the targeted player's level. After 5 seconds, these clouds will erupt in lightning, dealing ~50,000 damage to anyone caught in it. The best way to avoid this is, by having the raid all at the same level, the instant a Lightning Cloud forms, the entire raid can shift down slightly to the next level, and continue moving down and up to avoid the new layers as they spawn.

The raid wants to be spread out on each level due to Chain Lightning, which is cast constantly during the phase, and damage increases with each jump. Al'Akir will also cast Lightning Rod, which causes a random target to emit lightning, damaging themself and nearby allies. Anyone with Lightning Rod will want to move away from the raid, preferably back (rather than down) to avoid summoning Lightning Clouds on clear levels.

Al'Akir will also resume casting Wind Burst, so you will have knockbacks as well. The most annoying ability, which seems to be quite random, is Relentless Storm - random raid members will find themselves caught inside the Relentless Storm. While in the Relentless Storm, you are spun around in a windstorm around Al'Akir, and you are unable to control your character.

The entire fight is pretty intensive all around. Phase 2 and Phase 3 are very heal-intensive (especially if DPS can't push him into Phase 3 quickly enough, as Acid Rain will stack too high). Phase 3 needs to have very careful movement to ensure the raid doesn't run out of room to avoid Lightning Clouds.

Raid awareness is really key in this fight, particularly for avoiding the tornado walls. While they won't necessarily kill raid members (assuming those caught are given heals), it will waste valuable time and healer mana dealing with them. You also want to handle the Stormling adds well in order to build up the debuff on Al'Akir to help push Phase 3. You don't necessarily need a tank for those - we had them aggro on to the melee and had our DKs deathgrip them into melee to help burn them down, which seemed to work fine. It's best to avoid them latching on to healers or ranged, though.

All in all it's a pretty interesting instance with some unique encounters! Have fun!