Archives For Throne of the Four Winds

Strategy: Al’Akir

Morynne —  May 20, 2011 — Leave a comment

Al’Akir is such a fun fight.  It’s a little complicated, but I really enjoyed it.

Now, just as a disclaimer, my guild has not downed this guy yet… but we have wiped at 200k (less than 1% on his health bar).

  • Name: Al’Akir
  • Raid: Throne of the Four Winds
  • Tanks: One
  • Catch: Raid awareness check.
  • This guide is for the normal encounter.

This fight is broken down into 3 phases, and there’s a bit of a luck element attached to it.  Keep plugging at it though, you’ll get it.

Phase 1: 100%-80%

Al’Akir is firmly rooted in his platform, and this is a burn phase — mostly because you want it over with as quickly as possible.

He does a Lightning Strike out in a cone on the platform — so make sure you’re using about half of the platform, even in 10-man environments.  Ideally you only want about 3 people to get hit with this at a time.

Casters need to watch out for Static Shock while in melee range, but it’s preferable to some of his other abilities we’ll talk about below.  This might be a burn phase, but if you’re dead, you do 0 DPS.

  • Ice Storm: Avoid it by moving forward or backward out of its path.
  • Squall Line: Avoid it by finding the gap as it moves around the room and running backwards or forwards so that you are positioned in-between it when it comes your way. If you do not avoid it, you will be picked up, take additional damage, and end up out of positioning for Lightning Strike
  • Wind Burst: When he casts this spell, have the raid run in to the boss so they are not pushed off the platform. Make sure they collapse in straight lines rather than scattering in so that Lightning Strike does not become an issue. If Squall Lines are up at the same time, it can be a tricky judgment call to collapse or not; players may run out of time to both collapse and then run back out in time to find the safe spot.  If you’re faced with that decision, and it’s either be picked up or kicked off, choose to be kicked off.  Sometimes jump off if it comes right down to it.  You’ll be carried back up onto the platform after being knocked off, but again, alive is far better than dead — even if it means you’re out of commission for 5-6 seconds.

In dealing with phase 1, sometimes it’s best to group up in bunches of 2-3 together to better control how far the chain lightning can spread.  There’s a lot going on in this phase, so the better you can be aware of what damage you’re taking and why, the more successful you’ll be.

Phase 2: 80%-25%

This is a far easier phase than the first one.  So if you’ve made it this far, take a deep breath and relax a bit.  It’s less chaotic.

  • For phase two, positioning allows for the raid to collapse; the raid should be in the back, while the tank and their healers are in the front.
  • Squall Lines still happen, so make sure someone is calling out where the gap is.  That seemed to help our raid more than anything.
  • The raid will also be afflicted by a debuff called Acid Rain throughout this phase. Every 15 seconds, it gains another 500 damage per second. Ultimately this pressures phase two into a DPS race before the damage from Acid Rain becomes too much to heal. Classes such as rogues and paladins are advantageous as they can self-remove Acid Rain, and should be doing that to save your healers some mana.
  • To help the raid damage Al’Akir, Stormlings will spawn on a random raid member. Someone without a minimum range needs to pick these up.  It doesn’t necessarily have to be the tank, they don’t hit very hard.  Every time a Stormling is killed, Al’Akir is debuffed withFeedback which increases his damage taken. This debuff only lasts 20 seconds, but it also stacks. Keeping the debuff rolling by killing one right before it expires is key to winning this phase; letting stacks fall off will decrease raid DPS too much to win. In order to have enough to keep rolling the stack, you will want to wait until the tank has three or four Stormlings in reserves to kill one. After killing one, only kill another right before the stack of Feedback is about to expire.
  • Save your buffs and special abilities for the end of this phase, as stacks of Acid Rain will require healer cooldowns and DPS cooldowns are best used when Feedback is very high on Al’Akir.

So this phase is all about add management.  The stacks of Feedback make a big difference in how quickly you can get this phase down.

Phase 3: 25%-Dead

Al’Akir will shatter his platform at 25%, and create a Relentless Storm. The raid will gain Eye of the Storm.

The Lightning Rod is one of the major components in this phase; when a random player is hit with it, have them stay at the same altitude (horizontal height) as the raid, but move out of it so as not to damage nearby players.  Strafe keys are your friends here.

Shortly after the start of the encounter, Al’Akir will cast Lightning Clouds. He will continue to cast it throughout the fight. This spell spawns a cloud where the raid is. To handle this, my guild handles it a little different than most strategies I’ve read.  When the platform shatters, the raid flies all the way up to the top, and toward his face.  When the Clouds spawn, fly down (x key) just below them.  When the next cloud spawns, fly all the way down (just above the permanent clouds).  Then move up when the clouds spawn so you’re not getting hit again.  When the next set of clouds spawn, fly all the way up to the top again — rinse, repeat.  So it looks like this… Top, Top, Bottom, Bottom, etc.

To minimize raid damage taken, be sure to kill any leftover Stormlings from phase 2 as they have an AOE aura pulse.

Wind Burst will return in this phase so this is a major reason to keep everyone the same level. If the cloud becomes spread out, it’s possible it could knock people into previously existing clouds, or worse, into Relentless Storm which sweeps you out of range of the raid and deals nature damage over six seconds. You will most likely die if trapped in Relentless Storm.

What does a Hunter need to know?

Really this fight is all about raid awareness.  Your biggest job on this fight is making sure you don’t die, and DPS the things you’re supposed to.  The first phase is the most challenging for awareness because there are times you’ll get caught with a melee range squall line and a knockback at the same time.  In some cases, there’s just nothing you can do except get knocked off the platform.  In the second phase, I am typically assigned to Stormlings — so if that’s what you’re assigned to work on, make sure you time it right so there are plenty of feedback stacks.

In phase 3, make sure you’re back to being raid aware again, and know your group’s strategy to deal with the clouds.  Time it wrong, and you’ll be a dead hunter.  Also, when you get Lightning Rod, make sure you’re away from the group, but stay in range of your healers! You’ll be taking a ton of damage, so getting healed here keeps you alive.

Hunter Loot from Al’Akir

  • Just like the first encounter in this instance, all stats on items are random.
  • On’s loot table for Al’Akir, there’s a small chance for this guy to drop tier shoulders and helm.
  • Bonus Loot: Reins of the Drake of the South Wind – this is a very small chance

Still having trouble? Check out Tankspot’s video.

Good luck!

No, I can’t believe it’s taken me this long to do this strategy.

The Conclave of Winds is one of two boss encounters in the Throne of the Four Winds, and is yet another council type encounter.

  • Name: Conclave of Winds (comprised of Anshal, Nezir, and Rohash)
  • Raid: Throne of the Four Winds
  • Tanks Needed: 2, with a 3rd dps tank
  • Catch: 3 platforms vastly far apart, and ultimate ability timers to watch
  • This guide is for the normal encounter.

One of the key things you’ll need to know is that the mechanics for each platform are drastically different.  One has adds, one has damage that spreads across nearby raid members, and the none of them can be alone on his platform. It’s really not as complicated as it sounds.

All three of these guys are on separate health pools, so your DPS will need to be split to handle this fight, and the trick is that the third Djinn must die within 60 seconds of the first one — so planning and execution are key.

Let’s kick this party off by talking about what each of these Djinn do.


  • Western platform.  All abilities are nature based.
  • Soothing Breeze will cause Anshal to drop a healing circle on the ground. No one should ever be in this.  It heals the Djinn and his adds, and prevents attacking by your raid members.
  • Nurture will summon 5 Ravenous Creepers around Anshal. They have an aura that stacks a DoT on all nearby players, so you want to kill those quickly – and preferably from afar. They can be kited and slowed.  Do not AOE these guys, the DoT becomes too much to handle if they’re all grouped up and will cause lots of problems.
  • Zephyr is Anshal’s ultimate. He will teleport to the center of his platform and channel this spell, healing himself and any adds remaining (hint: there should be none), as well as increasing his & their damage by total of 225% for 15 seconds.
  • If, at any time during the fight, Anshal finds himself alone on his platform, he will channel Withering Winds, which will quickly wipe your raid.


  • Northern platform. All abilities are frost based.
  • Nezir will drop a patch of Ice Patch on top of a random player’s location. The patches will do damage and slow you down, so move out of them quickly.
  • He will also cast Permafrost, which deals damage in a cone in front of him for 3 seconds and leaves an ice patch when he is done. Don’t be there unless you are a tank.
  • Wind Chill is a stacking debuff that causes all players on Nezir’s platform to take more and more frost damage.
  • Sleet Storm is Nezir’s ultimate. He will do damage to everyone on his platform, splitting the damage evenly. The raid should group up and healers pop cooldowns.
  • If, at any time during the fight, Nezir finds himself alone on his platform, he will channel Chilling Winds, which will quickly wipe your raid.


  • East platform. His abilities are wind based.
  • Slicing Gale is Rohash’s standard attack. Since he doesn’t melee, he will simply spam this.
  • Wind Blast will make Rohash face in a random direction, and blast everyone in front of him off the platform. It will take him several seconds to cast Wind Blast, so stay close to the boss and move behind him when you see the preparatory cast begin.
  • Hurricane is Rohash’s ultimate. He will toss all players on his platform in the air, causing them to take damage over the duration the spell, as well as falling damage at its end.
  • If, at any time during the fight, Rohash finds himself alone on his platform, he will channel Deafening Winds, which will quickly wipe your raid.


Split your raid up.  One healer and tank per platform.  The tanks and healers between frost and nature will be switching because of the frost debuff, but your “tank” and healer for Rohash will be staying on that platform for the duration of the fight.  Make sure your tanks are switching about 15-20 seconds before the Ultimate ability, that way they have time to get threat.

All DPS should start out on the nature platform and DPS that guy, as well as burn down the adds.  A few seconds before the Ultimate abilities, ALL DPS from the nature platform need to go to the frost platform to split the damage for that Ultimate ability, and once it’s over, return back to the Nature platform.

Make sure your raid is communicating about the percentages during this fight — you’ll only have 60 seconds to get the third Djinn down after the first one dies, so plan it out.  Don’t forget that the nature guy does heal, so when your DPS return back to that platform, they’ll have to burn him down again, and deal with the adds.

The dps “tank” and healer on Rohash’s platform will remain there throughout the fight, and he will likely be the first one to die — again, coordination is key, so make sure to stop DPS if you’re on that platform and the others need more time to catch up.

What does a Hunter need to know?

Considering this strategy isn’t assuming that a hunter stays on the nature platform during the Ultimate, you can be whatever spec you want.  Widow Venom might be helpful if your tanks are having difficulty moving the nature guy out of the green circle on the ground, but shouldn’t make or break the fight.

Whatever you do, DO NOT Multi-Shot the adds on the nature platform.  The stacking DoT will kill you, and everyone else that gets hit with it.  Make sure you’re jumping to the frost platform when called for, and jump back as soon as the ultimate is over.  It’s important to keep your DPS up on the nature platform because you do have to overcome that heal he does.  Pay attention to the cues by your raid leaders — if they call for stop damage, stop damage.  If instructions aren’t followed, it might cost your raid a wipe.

Hunter Loot from the Conclave of the Winds

  • Belts
  • Rings
  • All have a random enchantment, and many are regarded as Best In Slot.

Still having trouble? Check out Tankspot’s video.

Good luck!