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.
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.
Quick links
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.
| Boss | Pre-nerf focus | Post-nerf effect |
|---|---|---|
| Al'ar | More platform and add variance, harsher phase 2 punishment. | Movement and add handling became more consistent; the fight became more about clean execution. |
| Void Reaver | Threat chain and orb dodging were already the core tactic. | The fight changed very little; orb warning and targeting logic varied. |
| Solarian | Arcane Resistance, soakers and long attrition mattered more. | HP and add pressure went down, shifting the fight toward add AoE and interrupts. |
| Kael'thas | P2/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. |
| Trash | High 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.
Tempest Keep at a glance
The Eye trash mobs
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
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.
Encounter 1 / 4 · Tempest Keep
Al'ar
Phoenix fight where the boss dies twice
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
Phase plan and tactic
Tanks keep Al'ar on the platforms. Ranged damage from the middle, while melee focuses on killing adds.
When the boss flies to the middle, players on platforms jump down. Return only after the ability is over.
When phase 1 ends, Al'ar explodes and is reborn. Do not stand too close.
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.
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.
Encounter 2 / 4 · Tempest Keep
Void Reaver
Single-phase threat and dodge check
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
Phase plan and tactic
The tank brings the boss to the middle. Other tanks start building threat immediately.
Ranged dodges Arcane Orbs. Melee stays on the boss but watches HP because of Pounding.
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.
Encounter 3 / 4 · Tempest Keep
High Astromancer Solarian
Arcane debuffs, portal adds and Voidwalker finish
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
Phase plan and tactic
The raid deals damage. The Wrath target moves away from the group or toward assigned soakers.
The tank gathers Solarium Agents and the raid AoEs them. Priests are interrupted and killed quickly.
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.
Encounter 4 / 4 · Tempest Keep
Kael'thas Sunstrider
Five-phase encounter and The Eye finale
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
Phase plan and tactic
Kite Thaladred during Fixate. Tank Sanguinar at the wall. Keep Capernian at max range with a warlock tank. Kill Telonicus on the opposite wall.
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.
Advisors revive at their phase 1 death spots. Ranged handles Thaladred and Capernian, melee handles Sanguinar and Telonicus.
Interrupt Fireballs. Control MCs. Kill Phoenix Eggs, but the Pyroblast sequence is always the higher priority.
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
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%.
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.
- 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 - Blizzard Forums - Raid Adjustments Discussion
https://us.forums.blizzard.com/en/wow/t/raid-adjustments-discussion/1130422 - 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 - Wowpedia - Patch 2.1.0
https://wowpedia.fandom.com/wiki/Patch_2.1.0 - Wowpedia - Eye (Tempest Keep)
https://wowpedia.fandom.com/wiki/Eye_(Tempest_Keep) - Wowpedia - Al'ar
https://wowpedia.fandom.com/wiki/Al%27ar - Wowpedia - Void Reaver
https://wowpedia.fandom.com/wiki/Void_Reaver - Wowpedia - High Astromancer Solarian
https://wowpedia.fandom.com/wiki/High_Astromancer_Solarian - Wowpedia - Kael'thas Sunstrider tactics
https://wowpedia.fandom.com/wiki/Kael%27thas_Sunstrider_(tactics) - 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 - 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 - 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 - 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.