Void Reaver Void Reaver is the second boss in the Eye of Tempest Keep . It is a Fel Reaver guardian . Since it is a rather simple fight ( probably easier than High King Maulgar or Prince Malchezaar ) , it has earned the nickname " Loot Reaver . " The only pre - condition is that the raid ' s total DPS be high enough to kill it prior to its enrage ( after 10 minutes ) . Lore . Void Reaver is a fel reaver built by the Burning Legion and taken by Kael ' thas Sunstrider as a guardian for his palace . He now resides in The Eye , awaiting the daring adventurers who are brave ( or foolish ) enough to enter the realm of the blood elves . Positioning . The melee group fights in the center of the room . Ranged and healers stay in a wide circle around the boss , at the maximum range of their abilities , in order to maximize available space and travel time for the Arcane Orbs . Well - geared Resto Shaman can consider staying with the melee group - this means that they take Pounding damage too , but never have to interrupt their Chain Heal spam to evade Arcane Orbs . This tactic also works with a decently geared priest in the melee , as Prayer of Healing easily heals through the damage while conserving mana . Combat . The encounter does not have different stages and is exactly the same from 100 % to 0 % . All raid members should be kept as close to full HP as possible , to increase their chance to survive an Arcane Orb or Pounding . Due to the aggro reduction caused by Knockback , the main tank eventually loses aggro , and a tank rotation should be set up to counter this . Three tanks are necessary , and four are sometimes used . Void Reaver is not tauntable . If three , or even two tanks are unable to stay at the top of the threat list , or if you need more dps , one tank with a high level of avoidance ( dodge and / or parry ) , in combination with hunter misdrects can essentially solo tank this fight . The aggro drop from knockback is roughly 10k to 12k threat , with a few misdirects and a extremely well geared tank , it can be done . Items like Moroes ' Lucky Pocketwatch can aid in this . Arcane Orb . The Arcane Orbs should be avoided by running away . Ranged players should never run towards the melee , as this may cause an Orb to hit the melee . The room is large , and the orbs move relatively slow . Healers can stand with their backs to the Reaver , so that they can start running as soon as they see an incoming orb . Ranged dps should be spread out as much as possible for the entire fight , and at or near their maximum attack range . Ranged dps should use their Maximum Camera Distance setting and look more up into the sky than usual . Early accurate recognition of the threatening Orbs is important for this fight . Ranged dps may want to use , " strafe moving " to make it easier to watch for new Orbs while running from an existing Orb . Some ranged DPSers may want to equip their Violet Badge which gives a 13 . 5 % chance to fully resist the Orb ' s binary spell damage . All players should have the buff , Mark of the Wild . Mage ' s Ice Block appears to effectively cancel an Orb ' s damage . Note ( 1 - 28 - 2008 ) : Currently the graphics do not match the explosion . The explosion will go off before the graphic " hits " . It is best to begin moving within the first second , so as to be well out of range . Starting with Patch 2 . 4 . 0 the Void Reaver stopped targeting a player before casting an Arcane Orb , so Add Ons such as Deadly Boss Mods or BigWigs ( AddOn ) did not warn players of incoming Orbs . As of Patch 2 . 4 . 3 there ' s now a combat log entry for cast orbs , the warnings from BigWigs ( AddOn ) work , and as of July 2008 , Deadly Boss Mods was giving targeted players a warning . Pounding . The easiest solution is to have the melee group eat the Pounding damage and heal through it . Circle of Healing is very effective , however if you do not have a priest with this then a shaman with chain heal can sometimes fulfil this role . In order to make Chain Heal as effective as possible , the melee group should stay close together in this case . Rogues can use Cloak of Shadows right before VR starts Pounding to resist the arcane damage . If the healers are not up to that challenge , it ' s possible to avoid the Pounding damage by running out of it . The Void Reavers hit box is nearly as large as the Pounding ' s AoE , stepping out of the damage doesn ' t cost that much DPS . The bigger problem is that they may be targeted by an Arcane Orb while outside the Pounding range . Therefore , the melee group should disperse when this tactic is used . Aggro . Since the fight is on a 10 minute timer , all DPS classes need to maximize their damage output while paying attention to their aggro . Threat - reducing abilities such as Vanish , Soulshatter , Blessing of Salvation , Cower , Feign Death or Invisibility are invaluable . If Shamans are present in DPS groups , they should consider whether to drop a damage increasing Air Totem ( like Windfury Totem , or Wrath of Air Totem ) , or a threat reducing Tranquil Air Totem . Shadow priests should refrain from using Vampiric Embrace to avoid healing based threat . This fight is like Broodlord - the more tanks the higher the threat that can be generated as every tank takes fewer knockbacks . Alternate Tactic . If the ranged DPS / Healers are having issues with avoiding the orbs , an alternate tactic is possible . It can done with 1 non - CoH Priest , 2 CoH Priests , 1 Resto Shaman , 2 Paladins and 1 Resto Druid , but it ' s easier with one more CoH - Priest or Resto Shaman . You also need at least 1 , but preferably 2 , classes that have an easy time moving at range . The basic idea is that everyone , except the Hunters , run to the middle and park themselves under Void Reaver . The Hunters will stay at range and proceed to avoid Orbs like normal , though not really caring much about their DPS . When the Pounding hits the group , all AoE healers take care of the group while the Paladins heal the tanks , tossing other people heals should it be needed . This makes the fight even simpler , assuming people make sure they move if a Tank gets knocked back and VR follows and that tank and the Hunters / kiters don ' t get too close to melee , which will instantly lead to a wipe . The advantages of this method are ; DPSers don ' t have to move and can just continue nuking , and healers don ' t risk being out of range of the tanks . The cons are ; Everyone takes more damage ( though not terribly hard to heal through , especially not if everyone brings their Violet Badge ) and if an orb for any reason hits the raid , it ' s likely to cause a wipe . Quotes . Aggro : Pound : Killing a player : Death : Sound Files . See " Sound files of Tempest Keep : Void reaver "