Kael'thas Sunstrider

Kael'thas Sunstrider is one of the most epic raid bosses in the game! With 5 phases of fun, its quite an amazing and long fight! Enjoy!

Phase One

The focus for Phase One is execution. Though its not quite a DPS race we are able to use 2-3 minute CDs during the start of this phase. This allows us to have them back in Phase 3. We will fight each of his advisors one at a time. The goal here is to kill each advisor in a specific location to help make things easier in Phase 3. These advisors have their own set of abilities and are handled differently.

Thaladred (Skull)

Melee: 3-4k on plate.

Rend: 2250 every 3 seconds for 15 seconds.

Gaze: Fixes aggro to a random person in raid; 9 second cooldown.

Psychic Blow: 4-5k damage plus knockback to his current target, 30 yard range.

Silence: Silences anyone within 8 yards for 4 sec.

Sanguinar (Cross)

Melee: 3-4k on plate.

Bellowing Roar: 35 yard AoE fear centered on himself, 1.5 second cast.

Thrash: Gains 2 extra attacks.

Capernian (Square)

Fireball: 6-7k single-target fire damage

Conflagration: Randomly targets players within 30 yards; 900 damage per second plus 300 damage per second to all players within 8 yards of the target.

Arcane Explosion: 4.5k Arcane damage plus knockback and slow debuff; only used if players are in melee range.

Telonicus (Moon)

Melee: 4-5k

Bomb: 7-9k fire in a small AoE centered on current target's location, 1.5 second cast.

Remote Toy: 60 sec debuff placed on a random player, periodically stuns the affected player for 4 seconds.

Shoot: Shoots at an enemy, dealing physical damage.

The first mob to be killed will be Thaladred. His main ability is Gaze where he will fixate on a single raider and chase them. He should be kited to the back (where we entered the room) and killed. Melee should NOT attack Thaladred and stay far away only helping to kite if Gazed! Our next target will be Sanguinar, a simple tank and spank with a fear. Tremors should be placed down BEFORE the start and fear wards placed on the tanks. He will be pulled to the left hand side and killed.

We arrive on the third advisor, Capernian. She will be tanked by a designated Warlock. Melee should not get near her and EVERYONE should stay separated, at least 8 yards between one another to avoid Conflagration. She should die exactly where she stands. Last but not least, we have Telonicus. He should be pulled and stacked on top of the same spot we killed Sanguinar. The troublesome ability here is his Remote Toy. This can easily kill a Tank in the next phase so DPS should hold if the tank has this debuff. After his death on to Phase 2!

  • Stack Sanguinar and Telonicus for when they die.

  • Wait till Remotoe Toy debuff is gone to call for Telonicus's death.

  • DO NOT be in melee range for Thaladred or Capernian.

  • Kite Thaladred to where he should die.

  • DO NOT kill Telonicus until called for.

  • Stay spread out when Capernian is active.

  • Stay out of melee range of Thaladred

  • Stay spread out when Capernian is active.

  • Tanks may take big damage when tanking Sanguinar and Telonicus.

Phase Two

Once the advisors die 7 weapons will spawn on the platform in front of Sunstrider. The Tanks should stack all but 2 of the weapons. One Tank will pick up the Devastation (2-handed Axe) and pull it out of Melee range. This is do to a 360 degree Whirlwind ability. The other weapon to be tanked separately is the Bow. A Hunter will pick up aggro and face it away from the raid due to a Multi-Shot ability. The 5 weapons should be AoE'd and Cleaved down. The Heals and Frost Bolts should be interrupted!! The Axe should only be attacked by Ranged, Melee can move to the Bow making sure to stay behind it.

After all the weapons have been killed everyone should pick up their corresponding weapon. After all weapons are dead be sure to have picked up your weapon! There will be some RP before the start of Phase 3.

  • Pull Devastation to the side out of the group.

  • Hunter keep the Bow facing away from the raid.

  • Burn it down!

  • INTERRUPT!

  • Do your thing!

Phase Three

There is some downtime between Phase 2 and 3. This is the time to double check you have your new weapons equipped. This Phase is almost the same as Phase 1. The difference being that Phase 3 we take on all advisors at the same time and they have double the health. They have all the same abilities and will be handled exactly the same. This Phase is a DPS race and all CD's should be used at the start. After 3 minutes whether we are ready or not Kael'thas will join the fight.

Two tanks should be ready to pick up Sanguinar and Telonicus and a Warlock for Capernian. The Ranged should kite Thaladred and take him down ASAP. Once he is dead Ranged will shift their focus to Sanguinar then Capernian. The Melee on the other hand will start with Sanguinar then moving to Telonicus after he is dead.

  • Be ready to pick up your Targets. This includes the Warlock Tank.

  • May need to avoid Thaladred.

  • Focus your kill order stated above.

  • Avoid Thaladred.

  • DO NOT go near Capernian.

  • May need to avoid Thaladred.

  • Stay spread out when Capernian is active.

Phase Four

Three minutes are up and Kael'thas doesn't care if we are ready or not. So the MT should be free and ready to pick him up. Once the final advisor is dead all Range should stack up at the edge of the platform and Melee jump on Kael'thas.

The first ability we will talk about is Mind Control. He will MC up to 3 raiders. This can be broken by those who wield the Infinity Blade. Raiders should lightly attack those that are MC'd. DO NOT USE SKILLS AND DO NOT KILL YOUR FRIENDS! His next two abilities are quite deadly. Fireball should be interrupted every time! The other is Pyroblast which he casts immediately after using Shock Barrier every 60 seconds. This barrier has 80k health and needs to be taken down in order to interrupt Pyroblast. If we are unable to interrupt it the Tank can use the shields ability to absorb the Pyroblast.

Abilities

  • Melee: ~4000 on plate.

  • Fireball: 2.5 sec cast, 16,000-20,000 fire damage. Interrupt!

  • Flamestrike: 3 sec cast, 120,000 AoE in a 6 yard radius plus 3k fire damage per second AoE for 8 sec in a 10 yard radius.

  • Summon Phoenix: summons a Phoenix.

  • Arcane Disruption: 1750-2250 Arcane damage and a 10 second disorient to all raid members. Has a 20 second cooldown.

  • Shock Barrier: A shield that absorbs 80,000 damage, lasts 10 seconds and prevents spells from being interrupted.


Phase 4 Specific

  • Mind Control: Mind controls 2-3 people in the raid. Those with Infinity Blade should poke them till MC breaks. DON'T USE SKILLS! DON'T KILL OUR FRIENDS!

  • Pyroblast: 4 second cast, 45,000-55,000 fire damage. 60 second cooldown. Begins casting immediately after casting Shock Barrier. Interrupt after barrier is brought down!!!

The next thing we need to worry about is when he uses Summon Phoenix. This will summon an add that continuously casts a hellfire like ability that also damages itself. A Tank or Ranged DPS should pick the add up and slowly kite it around the outside of the raid until its dead. Other Ranged DPS should at the very least DoT up the Phoenix. Once the Phoenix is dead ALL DPS MUST SWITCH to the egg and kill it ASAP. If the Egg lives for 15 seconds it will give birth to a new Phoenix.

Flamestrike is an extremely flashy skill that must be avoided at all costs. It has intense damage and you will die. It's easily noticeable and should also be easily dodged. Lastly, Arcane Disruption is a raid wide AoE skill with a 20 second CD. Once Kael'thas reaches 50% we will begin his final phase!

  • Be ready to pick up Kael'thas at the start of the phase.

  • Be prepared to use the shields use ability to absorb Pyroblasts.

  • If you pick up a Phoenix make sure to keep it out of the raid and close enough when its dead for an easy transition to focus Egg.

  • Finish the last advisor if still alive at the start of the phase.

  • INTERRUPT!!

  • Break MC'd targets if you wield the Infinity Blade.

  • BREAK THE EGG!

  • Be ready for large raid damage from Arcane Disruption.

  • Keep everyone alive.

Phase Five

Keep it together! We're almost there!!! After hitting 50% Kael'thas will run to where he stood during the first 3 phases and begin his RP. This is the time to finish up the last Phoenix if there's one alive. Positions during Phase 5 is the exact same as the previous. All Ranged should stay stacked.

The biggest mechanic during this phase will be Gravity Lapse. He will teleport everyone to him and throw them into the air. During this time you will be able to swim through the air for 30 seconds. Everyone should swim down towards the ground so after it ends you wont take too much damage from falling. DO NOT get too close to the ground or you will take damage and get thrown further up into the air. The ground is Lava! Another thing to be aware of is to spread out after getting thrown into the air. His next 2 abilities can be deadly if you fail to spread out.

Nether Beam is much like the C'thuns eye beam as it will jump endlessly increasing in damage the more jumps it takes. It's pointless to attack Kael'thas during the Gravity Lapse portion due to the constant casting of Shock Barrier. There should be plenty of room to spread out while in the air. Melee shouldn't be remotely close to Kael'thas as he will cast Nether Vapor too. Blackish-purple Clouds of death. though they don't cause damage they will reduce your health by 10% per stack up to 90%. This can lead to a quick demise as your floating buff is about to run out and you plummet to your death.

Aside from his new abilities he will also have his previous ones. Fireball should still be interrupted! Avoid Flamestrike! The only change we will make for Phase 5 is disregarding the Phoenix. A Tank will pick them up and kite them like normal. However, DPS should ignore them and solely focus on Kael'thas. Burn him down!

Abilities

  • Melee: ~4000 on plate.

  • Fireball: 2.5 sec cast, 16,000-20,000 fire damage. Interrupt!

  • Flamestrike: 3 sec cast, 120,000 AoE in a 6 yard radius plus 3k fire damage per second AoE for 8 sec in a 10 yard radius.

  • Summon Phoenix: summons a Phoenix.

  • Arcane Disruption: 1750-2250 Arcane damage and a 10 second disorient to all raid members. Has a 20 second cooldown.

  • Shock Barrier: A shield that absorbs 80,000 damage, lasts 10 seconds and prevents spells from being interrupted.


Phase 5 Specific

  • Gravity Lapse: The raid will be teleported to him and then thrown into the sky with an ability to swim through the air.

  • Nether Beam: 1800-2200 arcane damage to a random target jumping to nearby raiders if close enough.

  • Nether Vapor: Small black clouds surround Kael'thas during Gravity Lapse. Reduces max Health by 10% stacks up to 9.

  • Just do you.

  • Kite Phoenix.

  • Spread out during Gravity Lapse.

  • Make sure to be close to the ground when Gravity Lapse ends.

  • Finish killing Phoenix and Eggs if still alive at the start of the Phase.

  • Spread out during Gravity Lapse.

  • Make sure to be close to the ground when Gravity Lapse ends.

  • INTERRUPT!!

  • PUMP

  • Keep it healthy!

  • Spread out during Gravity Lapse.

  • Make sure to be close to the ground when Gravity Lapse ends.