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    World of Warcraft: The Burning Crusade Classic · Tempest Keep: The Eye

    Tempest Keep raid notes

    Fast raid notes for The Eye bosses and the trash packs that actually matter.

    EnglishRaid lead notesRole callsKael included

    How to use this during raid

    Start with the trash section if the route is not familiar. For each boss, read the TL;DR and raid priorities first, then pre-pull, phases, roles and mechanic reference.

    Kael'thas is the clear final exam of the raid. Weapon assignments, Phoenix Eggs and Pyroblast sequences should be reviewed before the first pull.

    Raid rhythm

    The Eye is a four-boss raid that ramps sharply toward Kael'thas. Al'ar tests movement and tank assignments, Void Reaver is a threat and dodge check, Solarian adds debuff and add control, and Kael'thas combines positioning, weapon use, interrupts, Phoenix Eggs and Gravity Lapse into one pull.

    For raid lead: Preparation between bosses matters a lot in Tempest Keep. Mark tank positions, assign interrupts, define Kael'thas weapon loot before the pull and make sure everyone knows their first priority target.

    Pre/Post-nerf in brief

    The Eye did not change through one big nerf, but through several waves. The most important relief landed on Al'ar, Solarian, Kael'thas and trash; Void Reaver's core tactic stayed almost the same.

    BossPre-nerf focusPost-nerf effect
    Al'arMore platform and add variance, harsher phase 2 punishment.Movement and add handling became more consistent; the fight became more about clean execution.
    Void ReaverThreat chain and orb dodging were already the core tactic.The fight changed very little; orb warning and targeting logic varied.
    SolarianArcane Resistance, soakers and long attrition mattered more.HP and add pressure went down, shifting the fight toward add AoE and interrupts.
    Kael'thasP2/P3 lasted longer, threat bugs and poor visibility punished the raid.Advisors and weapons took less time to kill, phase 4 threat issues were fixed and phase 5 Vapor Clouds became easier to see.
    TrashHigh HP, harder caster pressure and slower clear.HP and the most dangerous abilities were softened, but kill order and CC still matter.

    In Classic, SSC/TK officially moved to the original TBC 2.4.3 post-nerf state on 14 December 2021. HP percentages are community measurements, not Blizzard boss-by-boss number lists.

    The Eye trash mobs

    TL;DR: Kill dangerous casters first and use crowd control that works on each target. Banish the demonic Crystalcore Mechanics, not mechanical golems. Keep golem frontals and knockbacks away from the raid and avoid unnecessary AoE casts in Crimson Hand packs.

    Trash priorities

    • Astromancer and Star Scryer are often first kill targets because of raid damage and Mind Control.
    • Crystalcore Devastator and Sentinel require wall/corner positioning because of knockbacks.
    • Tempest-Smiths can be Mind Controlled, and Crystalcore Mechanics are often good Banish targets.
    Most dangerous packs
    Astromancer / Star Scryer
    Purge Molten Armor; Blast Wave and Fireball Volley cause raid damage. Star Scryer's Domination must be controlled immediately.
    Bloodwarder Marshal
    Tank against a wall because of Uppercut. Squire heals and Cleanse must be interrupted.
    Phoenix-Hawk pack
    Pull into the hallway, stack for Dive and keep casters out of the Silence area.
    Crystalcore Golems
    Melee behind, raid at max range. Taunt back quickly after Knock Away; on Sentinel, prepare for Overcharge burst.
    Tempest-Smith / Mechanic
    Mind Control on Tempest-Smith is a strong tool. Mechanics are demons and can be Banished.
    Crimson Hand
    Tank turns mobs away from the raid. Dispel Hammer of Justice and dodge Blizzard.

    Pre/Post-nerf: trash

    • Pre-2.1 trash was much heavier: more HP, harder caster pressure and slower clears.
    • Patch 2.1.0 reduced non-boss trash HP and softened several dangerous abilities, including Astromancer/Star Scryer raid damage.
    • Post-nerf does not remove kill order: Mind Control, Crystalcore golems and Tempest-Smith/Mechanic utility still need to be handled correctly.
    Al'ar

    Encounter 1 / 4 · Tempest Keep

    Al'ar

    Phoenix fight where the boss dies twice

    Fire immunePlatformsMelt Armor
    TL;DR: Phase 1: tanks handle the platform rotation, the raid kills Ember of Al'ar adds safely and jumps down for Flame Quills. Phase 2: tank Al'ar in the middle, swap tanks on Melt Armor, dodge Flame Patches and pick up Dive Bomb adds.

    Raid priorities

    • Phase 1: someone must always be in melee range or Flame Buffet gets out of control.
    • Ember adds explode when they die, so melee moves out at the end.
    • Phase 2: taunt immediately on Melt Armor and dodge Flame Patches.
    Before the pull
    • Assign platform tank positions and who picks up Ember of Al'ar adds.
    • Healers should save mana for phase 2, where raid damage ramps up.
    • Remind the raid that Al'ar is immune to Fire damage.
    Mechanics reference
    Summon Phoenix Adds
    Platform transitions spawn Ember of Al'ar adds. Tank and kill them away from the raid because they explode on death.
    Flame Buffet
    Phase 1: cast if nobody is in melee range. The debuff stacks Fire damage and can wipe the raid.
    Flame Quills
    The boss flies to the middle and shoots the platforms. Tanks need to jump down in time.
    Dive Bomb
    Phase 2: huge Fire hit on a random player. Two adds spawn after it and Al'ar casts Flame Buffet.
    Melt Armor
    Reduces the tank's armor by 80%. The other tank taunts immediately.
    Phase plan and tactic
    Phase 1: platforms
    Tanks keep Al'ar on the platforms. Ranged players damage the boss from the middle, while melee focuses on killing adds.
    Flame Quills
    When the boss flies to the middle, players on platforms jump down. Return only after the ability is over.
    Rebirth
    When phase 1 ends, Al'ar explodes and is reborn. Do not stand too close.
    Phase 2
    Tank in the middle. Swap tanks on Melt Armor, dodge Flame Patches, catch Dive Bomb adds and kill them safely.
    Role notes

    Tanks

    • Keep a tank in Al'ar's melee range at all times in phase 1.
    • Jump down for Flame Quills.
    • In phase 2, taunt after the Melt Armor debuff.

    Melee

    • Kill Ember adds and move out before they explode.
    • In phase 2, keep add priority and dodge Flame Patch.

    Ranged

    • Damage the boss from the middle during phase 1.
    • Do not rip threat after repositioning.

    Healers

    • Keep platform tanks alive in phase 1.
    • In phase 2, split tank healing and raid healing clearly.

    Nerfs: what changed

    • Patch 2.1.0 made Al'ar movement more predictable, reduced HP and made Ember adds easier to kill.
    • Pre-nerf, the fight stressed tank platform coverage and reactions to add/movement variance.
    • Post-nerf, the fight is more repeatable: platforms, adds, Melt Armor taunt and Flame Patch dodges.
    Patch history

    Notes

    • Phase 2 starts only after the boss has died once and Rebirth happens.
    • Dive Bomb handling depends on how many players are alive: with a full raid, stacking can split damage; with fewer players, spreading may be safer.
    Void Reaver

    Encounter 2 / 4 · Tempest Keep

    Void Reaver

    Single-phase threat and dodge check

    Arcane OrbMultiple tanksPounding
    TL;DR: Three to four tanks build threat for the whole fight. Ranged and healers spread into small groups around the room and dodge slow Arcane Orbs. Melee takes constant Pounding damage, so healing and Healthstone readiness matter.

    Raid priorities

    • DPS must not pass the tank chain on threat.
    • Dodge Arcane Orb immediately; the silence can kill a caster or healer.
    • The melee group needs clear healing because Pounding happens often.
    Before the pull
    • Tank the boss in the middle of the room.
    • Ranged and healers split into groups of 2-3 players around the room.
    • Assign tank threat order and healers for the melee group.
    Mechanics reference
    Arcane Orb
    Slow orb toward a random ranged player. A hit deals Arcane damage and silences for 6 seconds.
    Pounding
    Channeled AoE on nearby players. Melee takes this damage throughout the fight.
    Knock Away
    Knocks away the highest threat target and reduces their threat. This is why several tanks keep building threat.
    Enrage
    At 10 minutes, the boss gains major damage and attack speed.
    Phase plan and tactic
    Pull
    The tank brings the boss to the middle. Other tanks start building threat immediately.
    Encounter
    Ranged dodges Arcane Orbs. Melee stays on the boss but watches HP because of Pounding.
    Tank swap
    Knock Away drops the active tank's threat. The next tank must already be high on threat.
    Role notes

    Tanks

    • Build threat for the whole fight, even when you are not the active tank.
    • Keep the boss in the middle.

    Melee

    • Do not pass tanks on threat.
    • Use Healthstone or a defensive if Pounding gets rough.

    Ranged

    • Spread out and dodge orbs immediately.
    • Do not watch the orb for too long before moving.

    Healers

    • Dodge orbs like ranged.
    • Swap tank healing quickly after Knock Away.
    • Keep melee alive during Pounding.

    Nerfs: what changed

    • Void Reaver's core tactic changed very little between versions.
    • Patch 2.4.0 changed Arcane Orb targeting and warning logic, but not the boss' core gameplay.
    • Community measurements in the Classic post-nerf pass did not find a major HP change.
    Patch history
    High Astromancer Solarian

    Encounter 3 / 4 · Tempest Keep

    High Astromancer Solarian

    Arcane debuffs, portal adds and Voidwalker finish

    Wrath: version differencePortal addsFear Ward
    TL;DR: In the reworked encounter, Wrath of the Astromancer is a bomb: its target moves away from the raid alone before it explodes. Do not confuse it with the original bouncing debuff. During portals, tank and AoE Agents and interrupt Priests. At 20%, Solarian becomes a Voidwalker: prepare Fear Ward and Tremor Totem for the tank.

    Raid priorities

    • The Wrath target leaves the group immediately.
    • Portal adds die fast to AoE; Priests are interrupted and stunned.
    • In the Voidwalker phase, the tank needs fear answers ready.
    Before the pull
    • Check which Wrath version is active. The reworked bomb target leaves alone; assigned soakers belong to the original bouncing-debuff strategy.
    • Violet Badge and Arcane Resistance soakers are preparation for the original Wrath/Mark version, not a way to share the reworked bomb.
    • Assign who picks up Agents and who interrupts Priests during portal phases.
    Mechanics reference
    Mark of Solarian: original version
    The original stacking debuff reduced Arcane Resistance. Patch 2.2.0 reworked the Mark/Wrath mechanics; this resistance-soak strategy does not apply to the reworked bomb.
    Wrath of the Astromancer
    The original debuff dealt Arcane damage and jumped to the nearest player after 6 seconds. Reworked Wrath explodes around its target and knocks nearby players into the air: the target must move away alone.
    Blinding Light
    Raid-wide Arcane damage roughly every 20 seconds.
    Solarium Portals
    Solarian disappears, Agents spawn from beams of light and she returns with two Priests.
    Solarian Transform
    At 20%, the boss turns into a Voidwalker that uses Void Bolt and Psychic Scream.
    Phase plan and tactic
    Phase 1
    Damage the boss while the reworked Wrath bomb target leaves the group alone before the explosion. Do not use the original version’s soak positions to share the bomb.
    Portal phase
    The tank gathers Solarium Agents and the raid AoEs them. Priests are interrupted and killed quickly.
    20% Voidwalker
    The main tank picks up the boss. Fear Ward and Tremor Totem keep the tank in place; the rest is a clean burn.
    Role notes

    Tanks

    • Phase 1: threat matters less because Solarian targets randomly.
    • During portal phases, pick up Agents and Priests.
    • In the Voidwalker phase, make sure fear protection is ready.

    Melee

    • In phase 2, interrupt and stun Priests.
    • In the Voidwalker phase, stay within Tremor Totem range if possible.

    Ranged

    • AoE Agents during portal phases.
    • Move out immediately with Wrath.

    Healers

    • Prepare for Blinding Light and spot healing Arcane Missiles.
    • Priests keep a Fear Ward rotation on the tank at the end.

    Nerfs: what changed

    • Pre-nerf Solarian emphasized Arcane Resistance, soakers and a long attrition fight.
    • Patch 2.1.0 reduced HP and add pressure; 2.2.0 reworked Wrath/Mark logic.
    • After the Wrath rework, the bomb target leaves the raid alone. Also handle Agent AoE, Priest interrupts and the Voidwalker finish. The old resistance-soak strategy only belongs to the version that uses it.
    Patch history
    Kael'thas Sunstrider

    Encounter 4 / 4 · Tempest Keep

    Kael'thas Sunstrider

    Five-phase encounter and The Eye finale

    AdvisorsLegendary weaponsPyroblast
    TL;DR: P1: kill advisors in the right places. P2: kill and loot legendary weapons. P3: handle all advisors again. P4: interrupt Fireballs, burn Shock Barrier, use the shield for Pyroblast, control MCs and kill Phoenix Eggs. P5: spread in the air during Gravity Lapse.

    Raid priorities

    • Advisor death locations define phase 3 difficulty.
    • Weapon loot must be assigned before the pull.
    • Shock Barrier and Pyroblast are handled before Phoenix Egg.
    • During Gravity Lapse, spread in the air but do not fly too high.
    Before the pull
    • Assign advisor death spots: Sanguinar at the wall, Capernian in the back, Telonicus on the opposite wall.
    • Assign weapon-phase tanks and loot: staves, bow, healer mace, Infinity Blade and Phaseshift Bulwark.
    • Assign Fireball interrupts and Mind Control control.
    Mechanics reference
    Advisors
    Thaladred fixates, Sanguinar fears, Capernian requires a ranged/warlock tank, and Telonicus applies Bomb and Remote Toy debuffs.
    Fireball
    Kael'thas' Fireball deals massive damage and must always be interrupted.
    Shock Barrier + Pyroblast
    The shield prevents interrupts. The raid burns the shield, while the tank uses Phaseshift Bulwark for the first Pyroblast.
    Phoenix / Phoenix Egg
    An off-tank picks up the Phoenix. When it dies, the egg must die within 15 seconds.
    Mind Control
    Control MC'd players and free them with Infinity Blade.
    Gravity Lapse
    Phase 5: the raid flies in the air. Spread for Netherbeam chains and avoid Nether Vapor clouds.
    Phase plan and tactic
    Phase 1: advisors one at a time
    Kite Thaladred during Fixate. Tank Sanguinar at the wall. Keep Capernian at max range with a warlock tank. Kill Telonicus on the opposite wall.
    Phase 2: weapons
    A hunter tanks the bow away from the raid, a tank moves Devastation out because of Whirlwind, and an AoE tank gathers the rest. Kill and loot weapons quickly.
    Phase 3: all advisors
    Advisors revive at their phase 1 death spots. Ranged handles Thaladred and Capernian, melee handles Sanguinar and Telonicus.
    Phase 4: Kael'thas
    Interrupt Fireballs. Control MCs. Kill Phoenix Eggs, but the Pyroblast sequence is always the higher priority.
    Phase 5: True Power
    Gravity Lapse lifts the raid into the air. Spread, avoid clouds and keep your height controlled so the fall does not kill you.
    Role notes

    Tanks

    • Move advisors to agreed death positions.
    • During the weapon phase, keep Devastation away from the raid.
    • Main tank uses Phaseshift Bulwark for Pyroblast.
    • Phoenix tank runs away before the explosion.

    Melee

    • Do not go near Thaladred or Capernian.
    • Take Infinity Blade and free MC'd players.
    • Interrupt Fireball and burn Shock Barrier.

    Ranged

    • Keep max range from Thaladred and Capernian.
    • During the weapon phase, handle the bow and priority targets.
    • Kill Phoenix Egg quickly.

    Healers

    • Pick up Cosmic Infuser after the weapon phase.
    • Keep the Capernian warlock tank and Pyroblast main tank alive.
    • Phase 3 requires clear healing assignments.
    Legendary weapons
    Staff of Disintegration
    On-use protects from stuns such as Remote Toy.
    Netherstrand Longbow
    Increases Physical damage taken on the target. A hunter tanks the enemy bow away from the raid.
    Cosmic Infuser
    Healer weapon that gives healed targets Fire and Shadow damage reduction.
    Infinity Blade
    Dispels Mind Control with a weapon-based attack.
    Phaseshift Bulwark
    Tank shield used to absorb Pyroblast and gain short Fear/Snare immunity.

    Nerfs: what changed

    • Hotfixes fixed phase 4 threat issues and threat behavior related to Mind Control.
    • Patch 2.3.0 reduced advisor and weapon HP by 10%, shortening the heaviest middle sections.
    • Patch 2.4.0 made Vapor Clouds more visible and opened direct access to Kael'thas.
    • Classic post-nerf community measurements estimated Kael'thas' HP reduction at roughly 40%.
    Patch history

    Sources and limits

    Sources prioritize Blizzard hotfix and forum posts plus Wowhead and Wowpedia / Warcraft Wiki patch and boss histories. HP percentages and some Classic post-nerf observations are community measurements, not Blizzard boss-by-boss number lists.

    1. Blizzard Forums - Burning Crusade Classic hotfixes
      https://us.forums.blizzard.com/en/wow/t/burning-crusade-classic-hotfixes-%E2%80%93-updated-august-16/974064
    2. Blizzard Forums - Raid Adjustments Discussion
      https://us.forums.blizzard.com/en/wow/t/raid-adjustments-discussion/1130422
    3. Blizzard Forums - Reminder: Tier 5 raid tuning coming next week
      https://eu.forums.blizzard.com/en/wow/t/reminder-tier-5-raid-tuning-coming-next-week/330755/37
    4. Wowpedia - Patch 2.1.0
      https://wowpedia.fandom.com/wiki/Patch_2.1.0
    5. Wowpedia - Eye (Tempest Keep)
      https://wowpedia.fandom.com/wiki/Eye_(Tempest_Keep)
    6. Wowpedia - Al'ar
      https://wowpedia.fandom.com/wiki/Al%27ar
    7. Wowpedia - Void Reaver
      https://wowpedia.fandom.com/wiki/Void_Reaver
    8. Wowpedia - High Astromancer Solarian
      https://wowpedia.fandom.com/wiki/High_Astromancer_Solarian
    9. Wowpedia - Kael'thas Sunstrider tactics
      https://wowpedia.fandom.com/wiki/Kael%27thas_Sunstrider_(tactics)
    10. Wowhead - Tier 5 raids "Not a Bug" list
      https://www.wowhead.com/tbc/news/tier-5-raids-not-a-bug-list-ability-tuning-re-creates-pre-nerf-versions-of-324196
    11. Wowhead - Phase 2 Warcraft Logs analysis
      https://www.wowhead.com/tbc/news/phase-2-warcraft-logs-analysis-burning-crusade-classic-arcane-mages-still-on-top-325809
    12. Wowhead - Burning Crusade Classic Phase 2 known issues
      https://www.wowhead.com/tbc/news/burning-crusade-classic-phase-2-known-issues-kaelthas-threat-guild-banks-324206
    13. Wowhead - TBC hotfixes for September 23, 2021
      https://www.wowhead.com/tbc/news/tbc-hotfixes-for-september-23th-2021-kaelthas-and-lady-vashj-threat-drop-fix-324317

    Open points: Classic's 14 December 2021 post-nerf line is clear for encounters, but loot parity with the original 2.4.0/2.4.3 state remained partly unclear. Solarian's exact Classic post-nerf spell list and some smaller Al'ar/Kael'thas version differences are based on the best available reconstruction.

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