| Name | The Eye: High Astromancer Solarian |
| Category | Dungeon |
The right wing of The Eye is High Astromancer Solarian's room. To reach it, go up the right ramp of Al'ar's room and go through the door there. Unlike the trash leading to Void Reaver, most trash groups here needs AoE.
Trash mob information
Astromancer Lord - blood elf mage mob that patrols the hallway going to the right wing. Patrols with a Bloodwarder Legionnaire and a Novice Astromancer. It has abilities similar to a mage, like Dragon's Breath, Fire Blast. It also has a Fireball Volley similar to Astromancers, and a Fire Shield which deals 523 to 577 fire damage every 3 seconds to anyone within 5 yards. They are immune to crowd control.
Nether Scryer - blood elf mage mob that patrols High Astromancer Solarian's room. Comes with 2 Bloodwarder Legionnaires. Has an Arcane Blast ability which deals 3500 to 4500 arcane damage plus knocks back the target. Also has an AoE Domination, which mind controls multiple players for 8 seconds. The mind control effect also increases their damage by 150% and decreases time between attacks by 100%. Also, this mind control is not dispellable. They are immune to crowd control as well.
Apprentice Star Scryer - blood elf mage mob. They come together with several Novice Astromancers. Their main spells are arcane, including Arcane Explosion, Arcane Volley, and Arcane Shock. The Arcane Explosion deals around 713 to 787 arcane damage, the Arcane Volley deals around 694 to 806 arcane damage, and the Arcane Shock functions like a druid's Moonfire, dealing 720 to 880 initial arcane damage and places a DoT on the target inflicting 200 arcane damage every 3 seconds for 12 seconds. Seeing the damage on their abilities, they are pretty weak, but these Apprentice Star Scryers have another ability which is Arcane Buffet. This ability deals 250 arcane damage to a person and applies a debuff which increases arcane damage taken by 50, and stacks indefinitely that lasts for 20 seconds. This Arcane Buffet ability is what makes their other arcane spells deadly if the Arcane Buffet debuff stacks too high. They cannot be crowd controlled.
Novice Astromancer - blood elf mage mob. They come together with several Apprentice Star Scryers. Their main spells are fire, including Fire Nova, Fire Shield, Fireball, and Rain of Fire. The Fire Nova deals around 925 to 1075 fire damage, the Fire Shield is similar to the Astromancer Lord's, the Fireball deals around 1020 to 1380 fire damage, and the Rain of Fire deals around 694 to 806 fire damage every 2 seconds for 6 seconds. Like the Apprentice Star Scryers, their damage is also weak, and since they don't have an ability that increases fire damage taken, these shouldn't be a problem. They cannot be crowd controlled as well.
Bloodwarder Squire - A healer blood elf mob. Can heal its allies and cleanse as well. Can stun the tank with Hammer of Justice and has a Hammer of Wrath which deals 2844-3656 holy damage on enemies with less than 20% health. Cannot be crowd controlled.
Crystalcore Sentinel - large robot mobs along the pathway to either side wing. They come in pairs, and there are 2 pairs of them found along each hallway, and another 2 pairs inside Void Reaver's room. These robots have Charged Arcane Explosion, which deals around 5550 to 6450 arcane damage to a 20 yard radius around the Crystalcore Sentinel. This ability has a 3.7 second cast time, but is not interruptible. Another ability that these robots have is the Overcharge. This ability deals a very heavy arcane damage to the tank, specifically around 14250 to 15750 arcane damage. This ability is very deadly, but it can be spell reflected by warrior tanks. It has a 2 second cast time so tanks need to be wary of Overcharges and time the spell reflect as soon as it starts to cast it.
Bloodwarder Legionnaire - A melee blood elf mob. Hits moderately hard and can cleave. Also has Whirlwind ability and Bloodthirst. Can be crowd controlled.
**These mobs respawn after 2 hours. Linked to High Astromancer Solarian, so killing her will stop the respawns.
On the way to the east wing, you will encounter the Astromancer Lord patrol first. This should be your first pull going to High Astromancer Solarian. The patrol pack consists of the Astromancer Lord, a Novice Astromancer and a Bloodwarder Legionnaire. The Bloodwarder Legionnaire can be crowd controlled, but the other 2 should be tanked. Your first target should be the Astromancer Lord, since its spells are dangerous.
After the Astromancer Lord, its novice should follow so that should be your next kill target, then lastly the Bloodwarder Legionnaire. Once this patrol is killed, proceed on to see 2 sets of mobs on each side of the hallway. On the left side is the Crystalcore Sentinel pack, and on the right side is a large pack of blood elf mobs consisting of 2 Bloodwarder Squires and a bunch of Apprentice Star Scryers and Novice Astromancers.
Your next pull can be any of the 2 packs in front, but be careful about pulling to avoid pulling the other pack. When pulling, stay on the same side of the pack to be pulled, and stay out of line of sight so they will move back to your position. This is especially effective on the Squire pack since those apprentices and novices are casters. For this guide, we'll go with pulling the Squire pack first, then the Crystalcore Sentinel pair after.
Once the Squire pack is pulled, tank the 2 Bloodwarder Squires away from the apprentices and novices, while your casters AoE the novices and apprentices. Have your melee DPS stay on the Bloodwarder Squires and DPS them down one at a time. Their spells are fairly weak since they are just novices so you can just heal off the damage easily.
Once the pack is killed, proceed to pull the pair of Crystalcore Sentinel at the other side. Since the Squire pack has been taken care of already, you'll have more room for you to split the 2 Crystalcore Sentinels apart. Kill one Sentinel at a time, then proceed further down the hallway. At the end of the hallway is another Squire pack. Similar to that previous pack, tank the Bloodwarder Squires away from the AoE'd pack, and AoE down the newbie blood elf casters.
Once the pack is killed, have the raid stay in the hallway, then have someone to pull a patrol inside High Astromancer Solarian's room. There are 2 patrols in the room, one patrolling each side. You can pull any of the 2 patrols first. Once the patrol is pulled, bring them back to the end of the hallway and deal with them there.
Crowd control the 2 Bloodwarder Legionnaires, then proceed to kill the Nether Scryer fast. Also, make sure to burn your fears before pulling (if you have one) because the Nether Scryer has an AoE mind control. You don't want to get feared into High Astromancer Solarian.
Once the Nether Scryer is killed, kill the 2 Bloodwarder Legionnaires one by one. After this patrol has been killed, proceed to pull the other patrol. You can proceed inside the room now, provided you stay near the door and you have your fear abilities on cooldown. Just like the previous pack, kill the Nether Scryer first, then the 2 Bloodwarder Legionnaires last.
With the patrols dead, proceed to clear the rest of High Astromancer Solarian's room, going around the room in any direction you want, clearing all Squire packs at the sides. There are about 3 Squire packs spread around the outer edge of High Astromancer Solarian's room. As with the previous Squire packs, tank the Squires away from everybody, and AoE down all the Novice Astromancers and Apprentice Star Scryers. Once all Squire packs around the room have been cleared, go back to the entrance of High Astromancer Solarian's room and get ready for the boss fight.
High Astromancer Solarian
She is an arcane mage dressed in warlock clothes, or you may say she is a warlock with arcane spells. Whichever you conceive of her, the fight is basically a DPS race. She doesn't really have an aggro table like the Shade of Aran in Karazhan, so going all out and pulling aggro is not a problem. The fight has 3 phases, and once you reach the 3rd phase, she should die in no time.
Raid Composition
2 Tanks
7-8 Healers
Other slots for DPS (with around 4 AoE classes for the adds)
Key Abilities
Human Form
Arcane Missiles - High Astromancer Solarian's main offensive ability during phase 1. She basically uses this spell 90% of the time. This spell deals 3000 arcane damage per missile for 3 missiles on a random target. Can be resisted with arcane resistance gear.
Wrath of the Astromancer - High Astromancer Solarian's heavy damage ability. Periodically, she will use this ability to place a debuff on a random person in the raid. This debuff lasts for 6 seconds. As soon as the debuff goes off, you will explode, dealing around 5400 to 6600 arcane damage to everyone within 10 yards of the targetted player. The damage is distributed evenly among the players who got hit by the explosion. In addition to the explosion, everyone hit by it will be thrown very high up the air enough for them to die from falling damage. Everyone receives fall damage when they drop down, except the player who received the debuff which can safely drop down without receiving fall damage. This is the most common cause of wipes on High Astromancer Solarian, especially if players are not aware when they get the debuff.
Blinding Light - High Astromancer Solarian's AoE arcane spell. She periodically uses this ability which looks like moonfire hitting everyone in the raid. This spell deals 2280 to 2520 arcane damage to everyone in the raid.
Split - Every 50 seconds during phase 1, High Astromancer Solarian will disappear and spawn 3 spotlights on random locations in the center circle. These 3 spotlights will spawn 12-15 non-elite Solarium Agents. These are melee mobs, and should be AoE'd down fast. After 15 seconds when the Solarium Agents spawned, High Astromancer Solarian will reappear randomly on one of the 3 spotlights, together with 2 Solarium Priests on the other 2 spotlights. These Solarium Priests are elite mobs which has the ability to heal. Their Great Heal ability heals for 23125 to 26875, and that is fairly large. These priests should be stunlocked and interrupted all the time. Before returning to High Astromancer Solarian, DPS should burn down the priests first.
Void Walker Form
Psychic Scream - High Astromancer Solarian uses this ability during phase 3. This ability functions similarly to the priest's fear skill. This is a weaker version, which fears only 5 targets for 4 seconds.
Void Bolt - High Astromancer Solarian's main offensive ability during phase 3. This spell deals 4394-5106 shadow damage to its primary target (the main tank).
Before engaging, make sure to equip any arcane resist gear you have. It will help on resisting most of her spells. If you don't have any, its fine since you won't be gimped. The only problem here is that you won't be able to resist most of her spells and healers will need to heal you more.
Phase 1 - Human Phase
The fight starts off with herself in her original form. Once the raid is ready, charge in and clump up just outside the large circle platform in her room. Have the melee go in and once engaged, DPS the hell out of her. Pop Bloodlusts / Heroisms, blow your cooldowns, use your trinkets, everything.
Phase 1 fight basically has no aggro table like Shade of Aran in Karazhan. Also, she will chain cast her Arcane Missiles on random targets, so make sure the healers are alert and heal the Arcane Missile target immediately. Its 3 missiles of 3000 arcane damage each missile, so that's 9000 arcane damage, more if High Astromancer Solarian decides to cast Arcane Missiles on the same target again.
Phase 1 is basically just burn down DPS, while healing people who gets targetted with Arcane Missiles. Also, occasionally, High Astromancer Solarian will target a random person and put a Wrath of the Astromancer debuff on him / her. This is her deadliest ability and the person who gets it should move out of the raid immediately before he / she blows up everyone. This ability has a distinct graphic on the person, with electricity shooting out of the person, and the debuffed person will notice his screen would start to shake.
Once the debuffed expires, the person explodes, so healers should heal him immediately. Wrath of the Astromancer explosion damage deals a heavy chunk of damage already. If High Astromancer Solarian decides to target that same person for Arcane Missiles, he / she is definitely going to die mid-air. This phase will last for 50 seconds, so burn her down as much as you can while being alert for Wrath of the Astromancer debuffs on people. Once 50 seconds are up, High Astromancer Solarian disappears and starts phase 2.
Phase 2 - Split Phase
As soon as High Astromancer Solarian disappears, 3 spotlights will appear within the circle platform. These 3 spotlights are 'portals' where adds will appear. As soon as the spotlight appears, everyone should move back to the rest of the raid (including the melee) and clump up. After a few seconds, several non-elite Solarium Agents will spawn from the spotlights and go to the raid. They don't hit very hard, but if they all hit the clothies simultaneously, the clothy might die.
All of these Solarium Agents should be AoE'd down as fast as possible. If there is a paladin tank present in the raid, this will be easier since he can just go and tank all of them while the AoE people safely AoE them without pulling aggro. After 15 seconds, High Astromancer Solarian reappears on a random spotlight, with 2 Solarium Priests on the other 2 spotlights. When this happens, its back to phase 1 again, where High Astromancer Solarian uses her Arcane Missiles again, as well as Wrath of the Astromancer.
Although it's phase 1, there's still the 2 Solarium Priests. These priests heal High Astromancer Solarian, so rogues / warriors should go and interrupt / stun them and their heals. All DPS should focus on the Solarium Priests first before resuming DPS on High Astromancer Solarian. Once the priests are down, go back to phase 1 duties of burning her down while monitoring Wrath of the Astromancer targets.
Until High Astromancer Solarian reaches 20% health, phase 1 and 2 will alternate, with phase 2 starting every 50 seconds after phase 1 starts. It's just the matter of burning her down as fast as possible to lessen phase 2 instances, and to bring her to phase 3 immediately. Once she reaches 20% health, she will transform into a huge void walker, and starts phase 3.
Phase 3 - Void Walker Phase
This phase should be a win basically, even if there are several people dead already. When High Astromancer Solarian enters this phase, her attacks are weakened and she will stop using her arcane abilities and start using her Void Bolts instead. The Void Bolts do considerable damage, but it can be easily healed through. High Astromancer Solarian occasionally fears in this phase, but it can be fixed with Tremor Totems or Fear Ward on the tank. The raid should easily burn her down during this phase. High Astromancer Solarian dies in this phase.
Arcane Missile and Healers
High Astromancer Solarian's Arcane Missiles deal a very huge chunk of damage, with a maximum of 9000 arcane damage unresisted for a single cast. She basically chain casts this spell to random people during phase 1, so healers should be attentive on the Arcane Missile targets and heal them immediately. A healing macro is useful here, which targets High Astromancer Solarian, then heals its target:
Code:
/target High Astromancer Solarian/cast [help,nodead][target=targettarget,help,nodead]
This macro can be used by any healer, just include your healing spell on that cast line after the conditional. The macro basically targets High Astromancer Solarian, then casts a heal on whoever her target is. Since she is chain casting Arcane Missiles, you could just spam this macro to heal whoever is getting hit with her Arcane Missiles.
Wrath of the Astromancer Issues
This is the most important aspect of the fight. Every single person in the raid should be on their toes and alert for when they get the Wrath of the Astromancer debuff. The graphical effects of the debuff is fairly noticeable, so anyone should easily know if they get it. If they actually got it, they should immediately MOVE AWAY FROM EVERYBODY before they explode on anybody.
Exploding by themselves alone is perfect. They get huge arcane damage from explosion, yes, but the damage is healable and they are safe from getting fall damage. If they actually exploded and hit someone else, they basically killed that someone else with fall damage. What's worse if you actually exploded on the raid it self. Each person should be responsible enough to move away from the chunk of the raid when he / she gets the debuff immediately.
You got 6 seconds to move out, and that's pretty plenty of time. If the rest of the raid notices that the person is not moving, it’s not the end yet. Everyone can move away from that person before he / she actually explodes. This happens when people get disconnected and they get the debuff before they get logged out of the game. Everyone should be alert, on when they get the debuff, or when someone gets the debuff and is not moving away. Take the initiative and move away from them when that happens.
Phase 2 Issues
Phase 2 can actually be a challenge, especially if you don't have a protection paladin in the raid. Everyone should be clumped up on just one location so every single add comes to you and not anywhere else. When they actually come, mages can do their Frost Nova rotations, while warlocks should go and spam their Seed of Corruption while the adds are on transit. This is when there is no protection paladin on the raid.
If there is actually one, then the protection paladin can just get them all while the AoE people do their AoE stuff safely without pulling aggro. Also, on High Astromancer Solarian respawn, the priests should be interrupted of their heal all the time, while killing them fast before actually resuming DPS on High Astromancer Solarian. Ignoring the priests can mean High Astromancer Solarian getting large heals, and could just be wasting your time on the attempt. Priests > High Astromancer Solarian.
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