This strategy is written for World of Warcraft: The Burning Crusade (TBC 2.4.3), the Tempest Keep raid for 25 players. Mechanics and numbers match the fight on the Moonwell server.
Fight map
Hover a number on the map or in the text to highlight the spot and the strategy line. Marks follow the fight scripts.
A 25-player fight in Tempest Keep, usually with 3 tanks and 5–6 healers. The boss cannot be taunted, every 20 sec he lowers his target's threat, and orbs fly at the ranged. Main danger: an orb landing in a crowd, and a DPS who overtakes the tanks on threat.
Before the pull
Any living enemies in the hall join the fight with the boss: clear them beforehand. Almost the whole raid stands behind the boss within 18 yd. A few ranged DPS stand more than 18 yd from the boss and more than 20 yd from the raid and from each other: the orbs will go to them.
Pounding
Pounding at 12 sec, then every 13 sec. It lasts 3 sec and every second hits everyone within 18 yd for 1,350–2,250 arcane damage, up to 6,750 per cast. No need to run out: the damage is covered by AoE healing. No orbs while it lasts.
Arcane Orb
Arcane Orb every 4–5 sec flies at a random player more than 18 yd from the boss. If there is no such player, at anyone. The orb is slow, 7 yd per second, and lands where the target stood when it was fired. Within 20 yd of the impact: 4,675–6,325 arcane damage and a 6 sec silence. The target runs 20 yd to the side at once.
Knock Away and Berserk
Knock Away at 15–20 sec, then every 20 sec: a hit on the current target, knockback and 25% of its threat lost. The boss moves on to the next one on the list. Berserk at 10 min: damage +500%, attack speed +150%.
Tanks
Taunt does not work on the boss. Threat decides everything. Three tanks hold the top spots on the list, and the one knocked away goes straight back to the boss.
Healers
Some healers keep the current tank up. The target changes after every Knock Away. The rest heal the melee with AoE heals. Do not forget the orb runners: they stand apart.
DPS
Stay below the third tank on threat. Orb runners never come within 20 yd of the raid. Poisons and health or mana drain spells do not work on the boss.
Common mistakes
- Everyone stands within 18 yd: orbs land in the crowd and silence the healers.
- An orb runner came close to the raid, and an orb hit everyone nearby.
- A DPS overtook the off-tanks on threat, and Knock Away sent the boss to him.
Abilities, loot and map: boss card