High Astromancer Solarian

Before we start its a good idea for everyone to wear some arcane res gear without gimping themselves too much. A great item to have is the Violet Badge, which everyone should have! This item alone will negate 3 Marks of Solarian.

To start the fight we will split into 2 group. Melee and ranged. Melee will be stacked on Solarian and ranged will create a slightly loose ball.

Phase One is a DPS dream. There is NO threat table on Solarian herself. Go hard! Roughly every 45 seconds Solarian will cast Blinding Light causing damage across the entire raid. This and the random targeting of Arcane Missle will be the hardest thing Healers will have to be on top of for this fight.

Dealing with Wrath of the Astromancer. We will have 2 Arcane Resistance Tanks that will soak these charges. These tanks will be away from the rest of the group. If you are infected with Wrath of the Astromancer you will need to run to these tanks until it falls off. You MUST be close enough to the tanks for you to pass it on to them and NOT the raid. Once it does you need to run back to the rest of the raid.

I cannot stress enough how much you need to pay attention here. You need to move very quickly during the time you get the debuff to the time you drop it and run back to the raid. If you fail to move to the tanks you will give it to the raid and might cause a chain reaction. If you fail to move away from the Arcane Tanks after dropped the debuff you have a high possibility on getting the debuff again and that will result in your death.


Phase One

  • Arcane Missiles: channeling 3 missiles doing 3000 arcane damage each. Not interruptible.

  • Blinding Light: Inflicts 2280 to 2520 Arcane damage to all enemies and afflicts them with Mark of Solarian. Cast roughly every 45 seconds.

    • Mark of Solarian: Debuff reducing arcane resistance by 15, stacks up to 30 and lasts for 2 minutes.

  • Wrath of the Astromancer: Infuses an enemy with Arcane power, causing the player to take 500 damage every 2 seconds for 8 seconds and applies Wrath of the Astromancer(debuff). Jumps to the nearest target upon expiration. Unlimited jump distance.

    • Wrath of the Astromancer(debuff): Increases arcane damage taken by 50% for 45 seconds, stacks up to 10 times.

Portal Phase

Every 50 seconds Solarian will disappear and summons 12 Solarian Agents. After roughly 15 seconds she will re-appear with two elite Solarian Priests.

Solarium Agent

  • Health: ~30,000

Solarium Priest

  • Health: ~52,0000

  • Arcane Torrent: Silences all enemies within 8 yds for 2 sec.

  • Great Heal: A 2 second cast healing Solarian for 23,000 to 27,000. Interruptible.

  • Holy Smite: 2.5 second cast dealing 700 to 1100 holy damage.

Phase Two

At 20% health, Solarian will transform into a Voidwalker increasing her armor. She will also stop using arcane abilites and start to use shadow abilities instead. Will stop summoning adds.

  • Psychic Scream: A 4 second fear within 4 yards.

  • Void Bolt: A 3 second cast causing 4300 to 5100 shadow damage.

After 50 seconds, Solarian will phase out and teleport in 12 Solarium Agents. Everyone should collapse to a tight ball. Hunters should drop frost traps and a Paladin tank pick up the adds. Dispose of these adds quickly! When Solarian comes back she will bring 2 Solarium Priests. These can be STUNNED and their Heals should be INTERRUPTED. The tank can have the priests stacked on top of Solarian for cleave damage but the priests must die ASAP.

All of these skills continue until Solarian reaches 20% Health. At this point Solaraian will transform into a Void Walker no longer casting any of her arcane abilities. She now has a threat table!!! Fear wards should be placed on the Tank and tremor totems should be dropped. The fight now becomes a tank and spank! Keep everyone alive and don't pull off the tank and GG!

  • P1: No threat table. DPS.

  • P1: Pick up Adds every 50 seconds. Stack the Priests on Solarian.

  • P1: Run out if you gain WotA.

  • P2: Pick up Solarian after she transforms.

  • P1: No threat table. PUMP!!

  • P1: Rotate to back of group if you get WotA and then to the front after passing it.

  • P1: DPS adds and cleave priests with Solarian.

  • P1: Interrupt Heals!!!!

  • P2: Let tanks establish threat.

  • P2: Shamans drop Tremor

  • P2: PUMP!

  • P1: Watch for big damage from Arcane Missile, Blinding Light, and WotA.

  • P1: Keep Arcane Tanks alive

  • P1: Spike damage during the adds

  • P2: Shamans drop Tremor

  • P2: Tank will take the brunt of the damage.

  • P2: Spiked damage from Void Bolt.