World of Warcraft: Tempest Keep
The Eye, commonly referred to as Tempest Keep or TK, is the inner palace of Tempest Keep and a twenty-five man raid instance located in Netherstorm. There are only 4 bosses here, one of whom is the "Sun King", Kael'thas Sunstrider who drops the tier 5 chest piece token. The shoulder token also drops in TK.
The attunement for The Eye was removed when patch 2.1.2 was released. The player title "Champion of the Naaru" was introduced in patch 2.3 for players that have or will complete the attunement quest chain.
The attunement for The Eye was removed when patch 2.1.2 was released. The player title "Champion of the Naaru" was introduced in patch 2.3 for players that have or will complete the attunement quest chain.
Which boss in Tempest Keep is your favorite?
So far Kael'thas has taken the lead in this poll by a good margin. I know there has to be more people that love Al'ar like I do. Big flaming bird that drops one of the sweetest mounts in the game, come on people!
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Tempest Keep Bosses
Strategy Guides, How To Videos and Loot Lists
Warcraft Holiday Gift Ideas!
Tempest Keep Boss Loot Lists
- Al'ar Loot
- Item Level 128-134
- Void Reaver Loot
- Item Level 128
Tier 5 Shoulder Token - High Astromancer Solarian Loot
- Item Level 128-134
- Kael'thas Sunstrider Loot
- Item Level 138-141
Tier 5 Chest Token
Al'ar Strategy
Al'ar has two phases and needs to be brought down to 0 HP twice.Phase One
This phase requires 3-4 tanks. There are 4 balconies leading off the ramp around the room. One tank needs to postition themselves at the first balcony, another at the second and forth ramp. Al'ar will be pulled by the tank on balcony one by shooting at him. Every 30 seconds Al'ar will transport to the next balcony and the next tank will pick him up. The tank at the first balcony is responsible for platforms 1 and 3 and will need to move to the third balcony after his tanking at platform one is complete.
Every time Al'ar transports he will spawn an Ember of Al'ar. That's where the other tank comes in. It will be his job to pick up the embers and tank them in the corner of the room near the entrance. Melee dps should then kill off the ember. Embers will explode dealing 7000 damage when they die to those in melee range so take care to keep them away from the raid. Rogues can use cloak of shadows to avoid the explosion damage.
Ranged dps should be focusing on Al'ar. Ranged can not pull aggro during phase one but there is no enrage timer so mana conservation should be priority over maximum dps.
Occasionally Al'ar will choose to Fire Quill instead of Teleport. You will see him flying up to the center of the room. Immediately drop off your balcony onto the ground floor to avoid being killed, then position yourself halfway up whichever ramp is closest to your assigned platform. After a few seconds of Fire Quill, Al'ar will fly toward either balcony one or four; all tanks must run back to their starting balconies as quickly as possible, and the regular tanking rotation resumes.
All Healing should be focused on the tanks on the balcony except for one healer that can stay with the tank and the dps who are taking care of the embers.
Phase Two
After phase one, Al'ar will respawn in the middle of the room and attack whomever had the highest threat at the end of phase one. All of the main tanks should build threat during this phase. Every minute Al'ar will cast Melt Armor on the tank that is currently being targeted which will reduce armor by 80% for 60 seconds. Another tank must be ready to pick up Al'ar at that point. Every 30 seconds Al'ar will fly into the air and fire a meteor. The tank should head to the spot the meteor landed as that is where Al'ar will land when he comes back down.
Every time Al'ar fires a meteor, two embers of Al'ar will spawn. The offtank needs to pick these up as he did in phase one and move them to the corner of the room. The ranged dps will be on the embers in this phase, kill them as quickly as possible. Every ember you kill in phase two, Al'ar loses 3% of his remaining health.
Melee dps will stay on Al'ar in this phase. Ignore the embers and let ranged dps take care of them. Make sure the tanks have good threat before you start dps as they will need to switch off due to Melt Armor.
A team of healers will be required for the tanks that are on Al'ar. Make sure you call out who has aggro or just watch the target of target to ensure that you are healing the correct tank. Two to three healers should be on the offtanks that are on the embers. They will take 7000 damage every time an ember goes down so ensure they always have at least 7000 health. The remaining healers should raid heal for those that get hit by the meteor or take flame patch damage.
Flame patches will appear frequently on the ground. Stay out of fire! Continue to dps Al'ar until he is down to zero health for the last time.
Void Reaver Strategy
Void Reaver does not have any different phases or stages, it is the same all the way through. The only limitation is the 10 minute enrage timer. He should be tanked in the middle of the room with the ranged dps and healers spread out around him.Three tanks are required as Void Reaver has a knockback ability that reduces threat by 10k to 12k. The tanks should rotate in threat and the dps should make sure that they are below all three tanks threat levels for the entire fight. Void Reaver is not tauntable. He is also immune to poisons, mana draining and health draining effects.
Void Reaver will regularly launch Arcane Orbs randomly at players that are futher than 18 yards away from him, basically everyone but the melee and the tanks. Orbs should be avoided by running away from them, they cause 7000 damage and a 6 second silence. Ranged dps will want to move back and forth to avoid orbs, healers should strafe so they are still in range to heal.
The melee dps will have to deal with Pounding. This is an ability on a 12 second cooldown that causes about 1700 damage every second for three seconds. The easiest solution is just to leave melee in for it and heal through the pounding. Circle of healing is most effective for this but a shaman's chain heal will also work. Rogues can use cloak of shadows to avoid the pounding damage.
Due to the 10 minute enrage timer, dps should try to maximize their damage while paying attention to their threat. Any threat reducing abilities are invaluable.
High Astromancer Solarian Strategy
Solarian has three phases and will alternate between phase one and two until she hits 20% health and phase three begins.Phase One
All ranged classes and healers should be standing together in one spot away from Solarian. This makes it easier to AoE heal and the player with the bomb debuff can get away from the group easily.
The bomb debuff is Wrath of the Astromancer. When a player is affected, he will continously deal AoE damage to those around them for 6 seconds. That player will then explode, sending themselves and anyone around them into the air. The player with the debuff suffers no fail damage when landing but and other players effected are not so lucky. Most will die when they land. This is why it is so important to get away from the raid if you get the bomb debuff.
During phase one, Solarian will be spamming arcane missiles that deal a significant amount of damage. Healers should be ready to react and heal the person being focused on by Solarian.
Phase Two
Every 50 seconds, Solarian will disappear and 15 adds will appear out of 3 light portals that spawn. The raid should concentrate themselves in the middle of the room and AoE down the adds as quickly as possible.
After 15 seconds, Solarian and two priests will spawn in the beams of light. The priests will try to heal themselves and the boss so they need to be taken down right away. Keep them stunned and interupted as much as possible until they go down. 50 seconds after Solarian spawns, phase two will start over again.
Phase Three
When Solarian's health hits 20%, the fight turns into a simple "tank and spank" style combat. She turns into a massive armored voidwalker and stops all of her former attacks. In that form, she has substantially increased armor, an arcane bolt attack and fears people in melee range. This fear can be avoided by the usual measures. This phase is extremely easy and if you can get her down to 20% the rest is simple.
A Very Helpful Solarian Mod
- Solarian Alarm
- Turns your whole screen deep blue when you get debuffed with Wrath of the Astromancer. It is IMPOSSIBLE to miss that!
Kael'thas Sunstrider Strategy
The 5 PhasesThere are 5 phases to the Kael'thas Sunstrider fight.
Phase 1
The raid fights Kael'thas' 4 advisors one by one. Each of them have special unique abilities. Phase 1 begins from the pull and ends when the last advisor is killed. Where the advisors die in phase one is where they will respawn in phase 3.
Thaladred the Darkener
- focuses his attention on one player and follows them around the room
- switches his focus every 8 to 12 seconds
- has a silence aura that lasts for 8 seconds in a 10 yard range
- does a 30 yard knockback that deals his weapon damage
Thaladred is the first advisor to fight and the strategy is to have the player affected by his Gaze simply kite him around the room while DPS classes burn him down and watch their range so they are sure not to fall victim to an instant swing and kill when he switches targets. It is also advisable for melee DPS to stay out, as he can set his Gaze on them and quickly kill them. Healers should be watching over the whole raid and healing people up after Psychic Blows.
Lord Sanguinar
Sanguinar is the second advisor to take down. The only ability he uses is Bellowing Roar which is an AoE fear with a 35 yard range, 8 second cooldown and 4 second duration. He is very easy to burn down, just make sure that he dies in the south corner of the room so that when he respawns in phase 3 he is well out of fear range of the raid.
Grand Astromancer Capernian
Capernian is the third add and needs to be tanked by a warlock close to the entrance of the room. This warlock will need two dedicated healers due to Capernian's Fireball ability which will be chain casted on the highest aggro target. The fireball does 5-7k fire damage. A warrior with fire protection gear should be the only other player close to Caperian. The warrior is there to take Conflagration which is a randomly used ability that picks a target within 30 yards and puts a debuff on them causing 900 damage per second for 10 seconds. This ability will chain to anyone within 8 yards so it is important for all members of the raid to stay as far away as possible.
Any player in melee range will cause Capernian to do an arcane explosion, causing 4-5k damage, a knock back and a debuff that slows movement speed.
If this fight is executed properly the warlock should be the only one that takes fireballs and never get Conflagration. Other than the warrior and the warlock, no one else in the raid should be taking any damage.
Master Engineer Telonicus
Telonicus is the final add in phase one and his main ability is throwing bombs that do about 7k damage and have an AoE effect. He should be tanked up near the side of the stage and melee need to stay away from the tank to avoid the bomb explosion.
Telonicus' other ability is Remote Toy which he will cast about every 15 seconds. This ability puts a debuff lasting 60 seconds on the target that will stun them randomly for 4 seconds every once in a while. If the tank is effected by Remote Toy slow down on the dps. You do not want the tank to be randomly stunned while trying to gain aggro on the weapons in phase 2.
After Telonicus dies, phase 2 begins.
Phase 2
The weapons of the advisors are summoned in front of Kael'thas and set loose on the raid. Phase 2 ends approximately 2 minutes after it begins, regardless of whether or not all the weapons have been killed.
You will need 4 tanks and a hunter tank for the 7 weapons total which all have unique abilities.
Tank One = Axe
Tank Two = Sword and Sheild
Tank Three = Mace
Tank Four = Daggers and Staff
Hunter Tank = Bow
The hunter needs to tank the bow away from the raid so that there is no chance of the raid being hit with the bow's multishot. The axe also needs to be tanked away from the raid to avoid the whirlwind. The other weapons can be kept close together in order to AoE them down. Melee classes should focus on the mace first due to it's healing capabilities. The weapons need to be dps'd down as soon as possible so that the raid can grab their weapons and get into place for phase 3.
The weapons need to be used by the raid in order to make this encounter work. The weapons will despawn after a minute or so but it is possible to pick a weapon up for another raid member and trade it to them.
Mages/Warlocks - Staff
Rogues - Dagger and Sword
Warriors - Daggers, Shield and Sword
Hunters - Bow
Healers - Mace
Phase 3
During this phase the raid must deal with all 4 advisors at once and whatever weapons are left alive from the previous phase. Phase 3 ends approximately 3 minutes after it begins, regardless of what is alive or dead.
The 4 advisors previously killed all respawn in the spots they died and are set loose on the raid. The advisors abilities and hp stay the same as in phase one so it is just a matter of killing them in the right order.
The casters should begin to burn down Thaladred to eliminate the threat he poses with his wandering and gaze ability. Melee should get on Telonicus, the casters can help once Thaladred is down. Sanguinar can be burned down quickly next and Capernian last. Capernian is the lowest risk to the raid since no one should be near Capernian except the fire resist tank, warlock tank and a healer. The heals here are not as intensive as in phase one due to the fire resist effect on the mace.
Phase 4
Now is your chance to finally fight Kael'thas himself. He will come out from where he was at the beginning of the encounter and the raid must deal with his unique abilities while also having whatever hasn't been killed from the previous phase up.
The tank and melee, along with 2-3 healers, should stay on Kael and rotate their interupts. A player with the Staff is essential up here so that the tank does notget disorientated due to Kael's Arcane Disruption ability. Once all the advisors are dead, the rest of the raid can switch to Kael and start burning him down.
In about a minute after phase 4 starts (and every minute after that), Kael will do a Flamestrike and summon a phoenix. The fire resist tank should pick up the phoenix and move it out of the way to tank it. One healer should stay with this tank. The phoenix will kill itself after 20 seconds and spawn an egg. All dps should switch to the egg and take it down.
All warriors (that are not tanking) and the rogues should be on Mind Control removal duty. Kael will randomly select 2 players in the raid and mind control them for 30 seconds. The dagger needs to be used to remove the debuff. Make sure that low damage skills, such as shiv, are used so that the mind controlled player takes as little damage as possible.
The hardest part of phase 4 is the Kael's Shock Ability/Pyroblast combo. It is very important for everyone in the raid to burn Kael'thas once his shield comes up. Kael's Shock Barrier lasts 10 seconds and Pyroblast is not interruptible with the shield up so Kael will get off 2 Pyroblasts every minute if nothing is done about it. To counter this, two things must happen. On the first Pyro, the tank must use his Shield's use ability and absorb all the damage. For the second, it all lies on the rest of the raid. To not have the tank take an unavoidable Pyroblast, everyone needs to rapidly DPS and burn through the 100k HP shield within a maximum of 7 seconds after it is raised, so the 2nd pyroblast can be interrupted. When this strategy is perfected, the fight is all but won.
Phase 5
At 50%, Kael'thas will play a small in-game cinematic, destroy the walls of his room and start using different abilities. Kael loses his ability to Pyroblast and Mind Control in this phase, and instead gains several other abilities, the most obvious is Gravity Lapse.
When Kael pulls everyone into the middle of the room and casts Gravity Lapse, it will launch you in the air for 30 seconds. While you are swimming around up there, make sure that you stay away from other raid members. Kael will cast Nether Beams on random raid members which will do about 2000 damage and jump to other nearby players. You are able to dps Kael if you can get close enough to him without being to near (vertically or horizontally) other raid members.
At the end of the 30 seconds, everyone in the air will fall to the ground and sustain a small amount of fall damage. It may be in our best interest to get as close to the ground as possible before Gravity Lapse is over. If you get too near the ground, Kael will punt you back up in the air so you need to find a happy medium.
Gravity Lapses are not threat wipes. Make sure to let the tank keep top aggro during Gravity Lapse or someone will get one-shotted as soon as it is over by a Fireball. Other than the absence of Pyroblasts, phase 5 is very similar to phase 4. As long as you can get through Gravity Lapses this phase is pretty easy and Kael should go down.
Enjoy!
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