Throne of Four Winds

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The Throne of Four Winds is a bite-sized raid with only two real fights. Despite its low number of bosses, the Throne of Four Winds can be very challenging to raid groups. This is because the mechanics of each fight require a lot of coordination and precise maneuvering.

In the first encounter, the Conclave of Wind, you must split your raid into three parts. There are three bosses on three different platforms. Your team must be able to move across the platforms in a coordinated way and react to what the bosses are doing. Movement of this kind can be very disorienting for a raid, so folks who aren't comfortable with the dance steps could have some trouble.

The second encounter is against Al'Akir. It's a three-phase fight and ends in three-dimensional space. Interestingly, Al'Akir combines the "fire wall" mechanic from Sartharion as well as the "fly around" mechanic from Malygos. Again, if you had trouble with those fights, you'll probably be challenged here also. That being said, Al'Akir is a pretty fun and engaging encounter.

 

Conclave of Wind:

 

Al'Akir:

 

 

 


 

Conclave of Wind

 

 

The Conclave of Wind is the first fight in the Throne of Four Winds. Essentially, three separate bosses stand on three separate platforms. You must divide your raid among the three platforms so that you can kill all three bosses at roughly the same time. Each of the three bosses has his own elemental talents, so you should split up your raid accordingly.

In general, we refer to the three platforms as Wind, Nature, and Frost. You'll need one tank at least at the Frost and Nature platforms.
 

General strategy

There are three things you need to know off the top. First, the Conclave members each have an energy bar that rises at the same rate as those of the others. When that bar reaches full, all three bosses will execute their ultimate ability. Second, if any Conclave boss is left on his own, it will execute its "no one is around ability," which will result in a raid wipe. Lastly, all three bosses must be killed within 1 minute of one another, or they'll come back to life.
  • Anshal is on the so-called Nature platform. Anshal summons adds and puts a green circle on the ground. The green circle will heal Anshal's adds and Anshal himself, as well as silencing your team, so pull the adds out of the circle. His ultimate ability is Zephyr, which heals and buffs all of his allies on the platform. Be sure they're dead before that power goes off!
  • Nezir is the Frost boss. He channels a cone of frost in front of him and drops puddles of ice on the ground. Obviously, avoid those. He also issues a wind chill to the platform that will deal frost damage to everyone on the platform and debuff you so that you take additional frost damage. If you linger on the platform too long, you will die from this damage. His ultimate ability is Sleet Storm, which will do damage to everyone on the platform; however, this damage is distributed evenly among everyone there.
  • Rohash is on the so-called Wind platform. He has cyclones which you must dodge or get knocked around. His ultimate ability is Hurricane, which will launch everyone in the air. You must simply heal through it and try to manage being knocked around. Rohash will slowly spin around and hit people with wind blasts; avoid that, or you'll get knocked out of the fight.

Divide up your raid group among the platforms. The raid teams who fights Anshal (Nature) and Nezir (Frost) will need to switch back and forth to keep the Frost debuff from getting too bad. When the ultimate abilities are about to go off, put all your DPS folks from Team Anshal on the Nezir platform, so that you divide up the damage from Sleet Storm as much as possible. Obviously, leave a healer behind with Anshal so that you don't wipe the raid.

Your team for Rohash doesn't need to switch, but you can use this team to swap with Nezir if you need to. You're going to have to play with your raid composition here to get a good DPS balance and figure out what works best for your raid composition.

You cannot switch platforms during the ultimate abilities, so make sure you get your switches down before they cast.

 

Abilities

Anshal <Lord of the West Wind>

  • Nurture Summons a Ravenous Creeper nearby every second for 5 seconds.
  • Soothing Breeze Heals Anshal if it hits him.
  • Withering Winds Deals increasing shadow damage to all players within the zone, reducing healing they receive by 100%. This effect is only castable when there are no valid targets within movement range.
  • Zephyr Heals all allies within 0 yards for 25,000 health per second. In addition, these targets will also gain 15% increased damage for 15 seconds. This effect stacks.

Nezir <Lord of North Wind>

  • Chilling Winds Deals increasing frost damage to all players within the zone, reducing their haste value by 500%. This effect is only castable when there are no valid targets within movement range.
  • Permafrost Channels a blast of frost at the current target, dealing frost damage every second in a cone toward that target for 3 seconds.
  • Sleet Storms Deals frost damage per second to all targets within proximity. This damage is divided among all targets. Lasts 15 seconds.
  • Wind Chill Deals frost damage to all enemies within 0 yards and increases all frost damage taken by 10% for 35 seconds.

Rohash <Lord of the East Wind>

  • Deafening Winds Deals increasing nature damage to all players within the zone, silencing them. This effect is only castable when there are no valid targets within movement range.
  • Hurricane Creates a huge vortex of wind, catching all nearby enemies and launching them into the air. Anyone caught by the vortex will take nature damage every second for 15 seconds. At the end of this effect, affected targets will be dropped out of the air, resulting in additional falling damage.
  • Slicing Gale Fierce winds slice through a random enemy target, dealing nature damage.
  • Wind Blast Spins slowly around the platform, blasting the area in front of the caster every second. Any enemies caught within this area are dealt nature damage and knocked back. Lasts 6 seconds.

 

Video

 

Loot List

  Normal 359 Finger Ring
  Normal 359 Waist Leather Armor
  Normal 359 Waist Mail Armor
  Normal 359 Waist Cloth Armor
  Normal 359 Waist Plate Armor
  Normal 359 Waist Plate Armor
  Normal 359 Finger Ring
  Normal 359 Waist Plate Armor
  Normal 359 Waist Mail Armor
  Normal 359 Waist Leather Armor
  Normal 359 Finger Ring
  Heroic 372 Waist Mail Armor
  Heroic 372 Finger Ring
  Heroic 372 Waist Cloth Armor
  Heroic 372 Waist Plate Armor
  Heroic 372 Waist Plate Armor
  Heroic 372 Waist Leather Armor
  Heroic 372 Finger Ring
  Heroic 372 Waist Plate Armor
  Heroic 372 Waist Mail Armor
  Heroic 372 Finger Ring
  Heroic 372 Waist Leather Armor

 

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Al'Akir

Al'Akir is the second and last fight in the Throne of Four Winds. It is a three-phase fight. The third phase is a three-dimensional fight in which your entire raid will fly around. We'll take each phase one by one.
 

General strategy


Phase 1 The first phase starts with everyone on the platform. Al'Akir begins in the center and does not move. Your tank must be within range of Al'Akir, or else the boss will use Electrocute on him. Electrocute does a crazy amount of damage, so you absolutely do not want that happening if you can avoid it. If you are a ranged caster, you should keep your distance from Al'Akir, as he will randomly interrupt your spells. Your raid should be spread out so that Lightning Strike can't chain to multiple targets.

Al'Akir will create a squall line. This is essentially a wall of tornadoes with a single hole in it. As this squall line passes around the raid, you must slide through the hole to avoid getting hit by it.

Wind Burst is a huge knockback that Al'Akir casts about once every twenty seconds. It will hit everyone in the raid, knocking them off the edge of platform. To combat this, when you see him about to cast, collapse toward Al'Akir immediately.

If you have to choose between getting knocked off the platform or walking into the squall line, you're probably better off getting knocked off the platform. Phase 1 ends at 80%.

Phase Two The "enrage timer" effect of phase 2 is Acid Rain, which applies a stacking debuff that makes you more susceptible to nature damage. Essentially, the longer you're in phase 2, the higher the debuff goes.

During phase 2, Al'Akir will summon Stormlings. These little guys do area of effect damage to anyone near them. In addition, each time one dies, Al'Akir gets afflicted by Feedback. This debuff lasts for 20 seconds, which is also about how frequently Stormlings spawn. Your goal should be to kill a Stormling near the end of the timer so that the Feedback debuff is constantly present.

Phase 3 Once you hit phase 3 at 25%, the platform will disappear while you fly and you're no longer in three-dimensional space. Starting at the bottom gives you the opportunity to swim upward, avoiding each additional Lightning Cloud, which will fill an entire ring around Al'Akir.

At the same time, Al'Akir will be hitting the raid with Lightning Rod, which will continue a Chain Lightning effect. While you want to position your raid along the same horizontal axis, you should still spread out around Al'Akir so that multiple people cannot be hit. The visible effect is incredibly noticeable, so you shouldn't have much trouble.

Also during this phase, Al'Akir will be using Wind Burst, which is now instant. Just have folks fly back to their position and heal through it.

 

Abilities
  • Electrocute Channels a bolt of electricity into the boss's current target, dealing increasing nature damage over time. This ability is only usable if the boss is unable to melee attack its target. This ability will end if the target returns to melee range.
  • Lightning Strike Essentially a Chain Lightning, Lightning Strike will hit the main target and chain out to other nearby targets.
  • Wind Burst Deals nature damage to anyone it strikes and knocks them back.

 

Video

 

Loot List

  Normal 359 Legs Mail Armor
  Normal 359 Legs Cloth Armor
  Normal 359 Legs Leather Armor
  Normal 359 Legs Plate Armor
  Normal 359 Finger Ring
  Normal 359 Legs Plate Armor
  Normal 359 Legs Plate Armor
  Normal 359 Legs Mail Armor
  Normal 359 Legs Leather Armor
  Normal 85   Armor Token
  Normal 85   Armor Token
  Normal 359 Neck Amulet
  Normal 85   Armor Token
  Normal 85   Armor Token
  Normal 85   Armor Token
  Normal 85   Armor Token
  Normal 359 Neck Amulet
  Normal 359 Neck Amulet
  Normal 359 Neck Amulet
  Normal 359 Main Hand One-Handed Sword
  Normal 359 Back Cloak
  Normal 359 Back Cloak
  Normal 359 Main Hand One-Handed Sword
  Normal 359 Back Cloak
  Normal 359 Back Cloak
  Normal 359 Main Hand One-Handed Sword
  All 70   Mount

 

 

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No FB Yes FB Hand (smaller) Lap 40.063em Desk 64.063em Wall 90.063em