Al'ar

Al'ar is the first boss you encounter in the Eye (TK 4), the fourth and final wing of Tempest Keep.

## **Mechanics**

* Hazard Zone [Passive] - The pathways and the opposite platform to the one that Al'ar is currently on is lit in flames, dealing damage over time to everyone standing in it.

* Flame Buffet [Every 2 seconds] - Al'ar ignites a random target, causing instant damage and then some gradual damage over 8 seconds.

* Blinding Flame [Every 18 seconds] - After a short delay, Al'ar sends out a blinding flare that stuns all targets that are facing in his direction for a few seconds. This ability cannot be interrupted.

* Dive Bomb [Every 31 seconds] - Al'ar selects a random target (preferably ranged) and charges into it, dealing damage in an area to players standing at the impact point and creating 2 Embers.

* Kindling [Every 38 seconds] - Al'ar kindles all Embers, restoring 25% of their max health.

* Flame Quills [Every 80 seconds] - Al'ar will fly to the other platform and become invulnerable until activated again. He will not use Blinding Flames, Dive Bomb, or Kindling, but he will continue to use a slight stronger version of Flame Buffet.

* Enrage [360 seconds]

### Adds

* Ember [From Dive Bomb] - Two Embers spawn at the impact point of Dive Bomb, when they are hit with a killing blow they instead become invulnerable and no longer take action. However, they will burst into flame and deal damage to any players in melee range of them. They will revive again when Al'ar uses Kindling. Whenever an Ember is hit with a killing blow and revives, they lose half of their current damage with each death.

## **Tactics**

* Assign a Main tank to Al'ar and an Off-tank with good taunts to the Embers that spawn from Dive Bomb. Keep the Embers away from the group and kite them if need be. Be prepared to pick up Embers again when the slain ones respawn from Kindling.

* Keep an eye out for Blinding Flame, if you are stunned by it, your hero will be disabled for a few seconds which creates an opening for Dive Bomb to hit you.

* Dive Bomb will preferably target ranged heroes, so avoid standing within melee range of Al'ar as a ranged hero to give yourself more time to move away and to not harm your allies in the melee group.

* When Flame Quills activates, the group should run to the other platform as fast as they can. Healers should heal low health players so they aren't picked off by Flame Buffet.

* Damage Dealers should deal damage to the Embers to help the Off-tank control them. If too many accumulate without being killed, the Off-tank will have a much more difficult time surviving.

* When an Ember receives a killing blow, avoid standing near its body. Until Kindling activates, they become a hazard that will damage any players that touch them while they are inactive.

## **Drops**

### Items:

Talon of the Phoenix - {Epic} - [Agility DD] - [One-Handed Weapon] - (Ilvl 80)

Phoenix-Ring of Rebirth - {Epic} - [Healers] - [Trinket] - (Ilvl 80)

Band of Al'ar - {Epic} - [Intelligence DD] - [Trinket] - (Ilvl 80)

Mindstorm Wristbands - {Epic} - [Intelligence DD] - [Secondary Armor] - (Ilvl 80)

Talisman of the Sun King - {Epic} - [Strength DD] - [Trinket] - (Ilvl 80)

Fel-Steel Warhelm - {Epic} - [Strength DD] - [Secondary Armor] - (Ilvl 80)

Fire Crest Breastplate - {Epic} - [Tanks] - [Main Armor] - (Ilvl 80)

### Rare Items:

Arcanite Steam-Pistol - {Epic} - [Hunters] - [Two-Handed Weapon] - (Ilvl 85)

### Essences:

Reverberate - [Arcane Mage] - [Epic Essence]

Celestial Fortitude - [Brewmaster Monk] - [Epic Essence]

Searing Light - [Discipline Priest] - [Epic Essence]

Divine Favor - [Holy Paladin] - [Epic Essence]

Photosynthesis - [Restoration Druid] - [Epic Essence]