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Old 12/10/07, 12:24 PM   #1
Bikiniwax
Piston Honda
 
Night Elf Hunter
 
Laughing Skull
A'lar

I thought there was a thread on A'lar but I cannot find it.

Phase 1, we seem to have no problems.

Phase 2, need some advice.

1. Who tanks/kills the adds? Melee or ranged (or both). Who are the best tanks and is there an easy way to for the tanks to get aggro?

2. A'lar - who is on DPS for A'lar - melee or ranged (or both)?

3. Should all DPS be on adds while they are up then switch to A'lar or do should we DPS both?


Any advice would be helpful. Thanks.
 
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Old 12/10/07, 12:29 PM   #2
Yilona
Von Kaiser
 
Blood Elf Paladin
 
Tichondrius
Here you go:

Fire Resist for Alar the Phoenix God
 
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Old 12/10/07, 12:31 PM   #3
Vessyra
Glass Joe
 
Human Mage
 
Terenas
Phase 2 melee are best on Al'ar. Have some of your ranged dps down the adds. Any tank should be fine to tank the adds, although I prefer druids/warriors to pallies, as they can charge/intercept/intervene as needed if one is being stubborn. Have set people dps adds, set people DPS al'ar. Make sure your DPS on adds are paying attention/careful of dots so the adds die when Al'ar is on the ground, and the tank is topped off so they don't blow their tank up.
 
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Old 12/10/07, 12:32 PM   #4
Jerem
Von Kaiser
 
Jerem's Avatar
 
Draenei Shaman
 
Les Sentinelles (EU)
Fire Resist for Alar the Phoenix God
Contains answers to your questions.
Al'ar is sometime spelled Alar, which might explain why it did not show up in Searches.

1. Adds in Phase 2 are tanked by the offtank(s) that were tanking them at the bottom of ramps in Phase 1. They are killed by ranged DPS. Bears can charge, Prot. Paladins can range-taunt, Warriors can taunt. Quigon, in his Protection Warrior thread, gives a nice little tip for this : after the meteor landed, Al'Ar's tank can Thundercalp, thus grabbing the 2 adds until the offtanks come and taunt them off him. Good timing is required not to be bumped away by the whirlwind, however.

2. Melee is on Al'Ar at all times in Phase 2. We ask our offtanks to mark their add with a Raid icon, meaning that this add must die. If there is no icon on the adds, ranged DPS are on Al'Ar.

3. Only our ranged DPS are killing adds, and only when our offtanks ask for it (by putting a raid symbol on an add). Sometimes, they'll ask for DPS when they tank one add only, and sometimes, they'll be tanking up to 4 adds before asking us to kill one.

Last edited by Jerem : 12/10/07 at 12:38 PM.
 
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Old 12/10/07, 12:36 PM   #5
maddfez
Von Kaiser
 
Night Elf Warrior
 
<FoE>
Runetotem
Hmm...old thread must of been archived.

For phase two, we use a prot pally to pick up and tank the adds with the assistance of either a warrior or a druid. Hunters help with a misdirect multi-shot when possible. Have your holy pallies heal with righteous fury up so if your tanks are a bit slow the adds just bother a pally instead of killing a priest.


Melee and shadow priests stay on Alar the whole time, ranged is on Alar for 15 seconds after a dive bomb, then they switch over to clean up the adds. Once we hit 30%, all dps on Alar until he dies.


Alar melee's very weakly unless a tank has melt armor. Your tanks need to be ready to pick up off each other. Since taunt is now affected by +hit gear, have them bias towards that a little in their gear set. We normally end up two tanking Alar, but we we three tanked him while learning the fight.
 
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Old 12/10/07, 1:12 PM   #6
Bikiniwax
Piston Honda
 
Night Elf Hunter
 
Laughing Skull
Thanks guys. That was the thread I was looking for.
 
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