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 became shorter, P4 threat was fixed and P5 Vapors 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, use CC and Banish on mechanical/demonic threats as needed, 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 damage 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 soakPortal addsFear Ward
TL;DR: Phase 1: the raid damages Solarian while Wrath of the Astromancer is moved out or into assigned soakers. During portals, tank and AoE Agents, interrupt Priests. At 20%, Solarian becomes a Voidwalker: 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
  • Assign Wrath of the Astromancer soakers if you use a soak strategy.
  • During progression, Violet Badge can help with Arcane damage.
  • Assign who picks up Agents and who interrupts Priests during portal phases.
Mechanics reference
Mark of Solarian
Stacking debuff that reduces Arcane Resistance.
Wrath of the Astromancer
Debuff that deals Arcane damage and jumps after 6 seconds to the nearest raid member.
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 Arcane Bolt and Psychic Scream.
Phase plan and tactic
Phase 1
The raid deals damage. The Wrath target moves away from the group or toward assigned soakers.
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.
  • Post-nerf, the focus shifts to Agent AoE, Priest interrupts and the Voidwalker finish.
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.