Al ' ar Al ' ar is the first seen boss of the Eye in Tempest Keep . This boss is more often than not skipped at first and attempted after Void Reaver because of Void Reaver ' s lesser difficulty . Lore . Al ' ar is Kael ' thas Sunstrider ' s precious pet phoenix that he cares for deeply . His children also serve Kael ' thas . As with all phoenixes , he is reborn from his own ashes , so adventurers wishing to take him down may have to do so more than once . . . Sometimes Al ' ar will cast Flame Buffet even if there is a tank in melee range . If this happens , your tank should move forward and quickly back into position to fix the bug . Strategy . This is a heavy mobility fight . Contrary to popular belief , no amount of fire resistance is generally needed for the fight . It may help certain individuals ( eg . the tank that handles the Embers ) but you should avoid sacrificing more important statistics . Fire protection potions are helpful if their use is timed properly . Phase I . Phase I is straightforward . Al ' ar will always fly to the left ramp when pulled . A tank needs to wait there to avoid Flame Buffet . During this phase it is impossible to draw aggro at range ; like Ragnaros , Al ' ar will not aggro on people outside melee range . Melee can draw aggro from tanks , however . Al ' ar spends around 30 seconds on each platform , then moves on to the next , flying clockwise ( W , NW , NE , E , repeat ) . Tanks should stay on the edge of their platform to maintain line of sight with the healers . Two tanks is enough for this simple rotation , but three makes it easier to react to Flame Quill . Adds . Al ' ar will summon an add every time it switches position . This add spawns at the very position it just left . The adds need to be off - tanked away from the rest of the raid and DPS ' d down as soon as possible to keep the total number of spawned adds to a minimum . The adds do not deal much damage but explode on death for a significant amount of fire damage ( healers should be prepared to respond as the adds approach death ) . They are immune to crowd control and fire damage . The adds will generally fly to the healers , particularly if a paladin keeps Righteous Fury up ; have an off - tank waiting downstairs to pick them up . It is usually a good idea to have the melee DPS take care of these adds , since they can ' t move fast enough to keep steady DPS on the boss herself , but be very careful with the explosions . Note that these adds can be stunned , and a useful technique is for a rogue to save up 5 combo points , wait for the add to get low on health ( around 4 % ) , stun the add while everyone else moves away , and then use Cloak of Shadows and finish off the add . Flame Quills . Occasionally when leaving a platform , Al ' ar will fly to the center of the room and begin spinning , which signals the upcoming Flame Quills . Every person in the raid needs to be aware and fall down from the upper platform , especially the tanks , since anyone left there will take 6 - 8k fire damage per second . People standing on the outside of the room on the floor ( south near the entry door ) are also susceptible . Unobservant tanks will be killed very quickly by this ability , most likely causing a wipe ( if no soulstone was set ) . So whenever Al ' ar is about to leave a platform , rotate the camera appropriately to keep an eye on the movement . Don ' t just run blindly to the next platform , wait a bit to see where exactly Al ' ar goes next . Once the Quill ends , Al ' ar will land on platform 1 or 4 . One tank needs to be positioned on each side , at the base of the ramp , ready to quickly reach their platform before Al ' ar does more than two buffets . Intercept is useful . A third tank can be helpful here ; if you have only two tanks , and both are on the same side of the room as Al ' ar leaves a platform to start Flame Quills , they may have trouble crossing the room to reach the far platform . Priests can summon their shadow fiend up to Al ' ar if the tank is having trouble getting to the platform in time to minimize buffets . Between handling adds and avoiding the Flame Quills , heavy DPS needs to be put out on the boss . In an ideal scenario , Al ' ar should die within 2 - 3 flight cycles . Keeping the Adds . Alternatively , you can " save " the phase 1 adds for phase two ( when the enrage timer becomes important ) . Have melee bring each add to 10 % and have a warrior spam Demoralizing Shout and Thunderclap . If you have access to a Paladin tank , they can solo the adds from phase 1 to 10 % - 20 % by spamming Consecration and Holy Shield . The tank will have about 10 adds on him by the end . The damage is difficult to heal through , but not dangerous if the healers pay attention . Once Al ' ar has respawned at the start of phase 2 , use AoE to kill all the adds simultaneously , and Al ' ar will lose about 20 % HP instantly . The add tank will usually be knocked away by the first explosion and should not take damage from any of the others ; however it is possible to be hit by several and killed . Therefore , it is sensible to Soulstone him . The add tank could also use a Major Fire Protection Potion before the first add explodes , to avoid high peak damage . Phase II . Phase II begins right after Al ' ar reaches 0 % . At this point it will explode for ~ 5000 fire damage with AoE knockback and reappear roughly at the center of the room , where it will cast a powerful AoE knockback with fire damage . After this , it must be immediately tanked or it will start casting its flame buffets once again . Phase II is not an aggro wipe and Al ' ar should fly to the top threat person . But it may decide to stay put and cast flame buffet if not picked up immediately . In case there are still some adds up from phase I , raid should focus on getting them down as soon as possible , preferably before Al ' ar casts the first Dive Bomb . Other than that , phase II is all about survivability . Melee DPS should focus on the boss while ranged DPS focuses on the adds and then Al ' ar if no adds exist . While being on the ground , it will occasionally spawn flame patches on random people that work in a similar fashion to void zones . People need to be aware and move away from the fire trails as soon as possible . Al ' ar can charge people for 5000 damage leaving them momentarily stunned . It usually flies back to its previous target but can sometimes remain next to the charged target and cast flame buffet until taunted . It also casts a Melt Armor debuff on the current MT every 60 seconds . The other tank must taunt immediately when this happens . Having both tanks wear a high amount of + hit helps a lot . Al ' ar ' s melee damage is fairly weak , so reaching the hit cap is more important than damage mitigation . Note that the current MT can use every time the debuff is applied . After Dive Bomb , Al ' ar sometimes targets the tank having Melt Armor , so the current MT should be ready to taunt , and never move too far away from the other tank . A Warrior MT can also Intervene . While most boss mods will announce when Melt Armor is cast and its duration , it will be beneficial to many to announce this over Vent or Teamspeak . Healers must be ready to change targets when needed . Last but not least , while airborne , it will cast Dive Bomb on a seemingly random target . The Meteor does about ~ 5000 fire damage on a single target and should be survivable or avoided by running from the area . Using consumables / abilities that can mitigate this sort of damage ( fire protection potions , ice barrier , mana shield , barkskin etc ) is also recommended . People should be aware of the fact that Al ' ar spawns with an AoE fire knockback where the meteor hits the ground as well as with two ember adds , so your raid should move away from that spot as soon as possible . The adds spawn immediately when the meteor hits the ground , whereas Al ' ar spawns roughly 2 seconds afterwards , giving a small window to pull the adds out without accidentally hitting or taunting Al ' ar . Failure to do so will result in them being knocked across the room taking both fire damage and potentially some falling damage . Also be sure to NOT kill adds during a meteor or Al ' ar won ' t take the 2 % damage from its death . Note : Everyone should stay off the ramps and in the room completely , if Al ' ar targets a person for Dive Bomb while they are on the ramps , Al ' ar will evade glitch and go back to full health .