Eye ( Tempest Keep ) The Eye is the inner palace of Tempest Keep in Netherstorm and stronghold of the " Sun King " , Kael ' thas Sunstrider . In - game , it is known simply as " Tempest Keep " . The tokens for tier 5 shoulder and chest pieces drop in the Eye . There is no longer any attunement required to enter this instance . Getting There . The Eye is located in Netherstorm ( coordinates 73 . 6 , 63 . 7 ) . The fastest way to get there is to take the portal from Shrine of Two Moons / Seven Stars to Shattrath ( or if you are a mage , teleport there yourself ) then fly to the Eye using a flying mount . The entrance to the Eye is on the lowest level and can be recognized by the swirling green portal . Alternate method and arguably a shorter flight would be to portal from any Capital city to Hellfire Peninsula , then fly north as previous stated . Attunement . Though the attunement is no longer required , the quests still remain in - game and can still be completed if desired . The player title of " Champion of the Naaru " was achieved by those that completed the attunement quest chain . The title is no longer available . The quests to complete the attunement for The Eye are given by A ' dal in Shattrath City after successful completion of questlines in Shadowmoon Valley . It begins with . Dungeon Denizens . Bosses and mobs . As with SSC , the trash respawn timer is 2 hours . All bosses are optional , you may run to Kael ' Thas without killing the other bosses if you wish . The first pack of 6 mobs you ' ll encounter is a pack of crowd controllable mobs , combined with 1 - 2 Vindicators . Crowd control the adds , then focus on the vindicators . These may heal , but their heals are weak enough to simply ignore . The vindicators also have a cleanse , so CCers should pay close attention to the mobs they ' re in charge of . Packs three and four have varying mobs and NPC types . Phoenix Hall . A kill order that worked well for us was Vindicator , Apprentice Star Scryer , Legionnaire , Astromancer , Star Scryer . This pack patrols from Al ' ar ' s room to the entrance , and should be the second pack you kill in the instance . Kill the squires first , as these heal . Once you reach Al ' ar ' s room you ' ll find 2 of these packs . Each pack patrols in roughly a half - circle , one on the left , the other on the right . Each pack consists of 2 falconers , and 5 - 7 hatchlings . Pull 1 pack down the hallway with a hunter using Misdirection to the tank to avoid getting knocked back into the room and pulling the other pack . Crowd control the hatchlings as they pass . There is a glitch with LOS in the hallway so that you can not rely on LOS to get the Falconer to move down the hallway . The person with aggro ( the tank that was Misdirected onto ) must move far enough down the hall ( a few steps into the wider section of the hallway ) to get out of range of the Falconers to get them into the hallway . Kill any Hatchlings that are not crowd controlled , then focus fire on the Falconers . As much CC as possible is recommended First is the solo pull of the Crystalcore Devastator that moves backwards and forwards along the entire length of the hall . After this patrol is destroyed , there will be a group of two Crystalcore Sentinels . Farther down the hall are two more . On each pull , the tanks should separate the two mobs so that the AoEs do not overlap , and be careful not to drag the mob into the ranged / healer group . The Crucible . There are five of these packs , with varying mobs as listed below . The first pack patrols inside ' s room , near the door . The other four packs are static , and arranged in a semicircle on the near side of the room , one in the center , two to the left and one to the right . The patrolling pack and the center one need to be pulled back into the hall . The remaining packs can be fought inside the room , with the raid standing up against the wall behind the pack for the pull . The challenge of these pulls is to keep the s from killing the crowd - controlling Warlocks or Mage on the pull . A tactic that worked well for us was to have a hunter use Misdirection on the tank , and then use Multi - shot to get aggro on both Crystalcore Mechanics . On the first two pulls ( into the hallway ) the crowd - controlling players should stand just inside the door and apply crowd control as the mobs run past . The kill order should be : Crystalcore Devastator or Crystalcore Sentinels first , followed by the Crystalcore Mechanics , followed by the Tempest - Smiths . The raid should spread out as much as possible when fighting the Smiths to limit the number of players that are hit by the bombs these mobs throw . Healers will need to watch the health of the entire raid while fighting the Mechanics and Smiths , as the AoE Sawblades or Bombs can rapidly kill many players if the healing lags behind . Another tweak that may help is to have a rogue sap the Tempest Smith before the pull to eliminate the stunning bomb they throw . These groups will fully respawn if not completely killed . Type 1 Type 2 Type 3 AE the novices and tank the squires . Tempest Bridge . Pulls in order : Pack Type One , Patrol , Pack Type One ( x2 ) , Pack Type Two ( x2 ) , Patrol , Pack Type Two , Boss Time . Loot . See the Eye loot .