A WoW Blog. By Shakarr of Extra Bag Space, Saurfang

The Conclave of Wind, 25 man The Throne of the Four Winds


The Conclave is a set of 3 bosses, Anshal, Rohash, and Nezir. The fight takes place among the 3 platforms where the bosses are located and the fight is a marriage of mechanics and coordination. Its important for each individual in this fight to be constantly aware of not just the mechanics, but the role they need to perform and when. These three bosses do not share a health pool, but they do need to be killed within 60 seconds of each other, as when each one dies they send a buff to the other called ‘Gathering Power’. If they do not die within this time they will begin to regenerate.

The Mechanics: First to note, the bosses do share a Power Bar. When this reaches 100%, they will each cast their ultimate power and the launch pad between the platforms will disappear. The power bar will become a useful tool in knowing at what times you should be moving. You also cannot leave a platform with no one on it, as that boss’ abilities will then become raid-wide. During the ultimate channels, most of your raid will be on Nezir. The first channel is an ideal time to Bloodlust.

Anshal, Nature: This is the first platform to the left. The first thing he will do is cast Soothing Winds. This looks like a green circle on the ground, if the boss or any adds are left within this circle they will be healed by it and additionally any raid member within it will be silenced while remaining inside. You will of course want to keep everyone and everything out of this circle for its 30 second duration.

Anshal will start to summon adds with his Nurture ability. These need to be downed quickly and hopefully before your team needs to switch platforms. These Ravenous Creepers both melee and cast Toxic Spores which deals nature damage every second for 5 seconds. This effect can stack 25 times but the range of this is only 8 yards of the add. The way we handled these adds was a combination of slowing the adds and kiting them, and having hunters distracting shot the ones that would reach their target. Make sure your hunters are saving the cooldown on Distracting Shot and dropping the frost traps. You will want to keep both the adds and the boss out of the center of the platform. He will cast Soothing Winds on himself or the adds, and when ultimate happens he teleports to the center of his platform, you don’t want him to be healing himself during this.
While you should strive to kill all of the adds, at lower gear levels, you might struggle. Know this: it is more important to make it to Nezir to absorb the ultimate than get the last one or two down. you’ll have time before Anshal casts his next set to get down any stragglers.

Zephyr is Anshal’s ultimate ability. It will heal any remaining adds as well as give them 15% damage increase for 15 seconds, an effect which stacks. Your tanks will want to use Shield Wall or other similar cooldowns.

Rohash, Wind: This is the first platform to the right. Rohash will consistently cast Slicing Gale which damages a random target and increases the nature damage they take by 15% for 30 seconds, an effect that also stacks.

Rohash summons three tornadoes which will circle randomly around the room. They cause damage to anyone who gets within 10 yards of them and knocks them back.

Wind Blast is where Rohash will circle slowly around the platform, causing damage every second to anyone caught in front of him. In addition they will be knocked back 200 yards off the platform (unless you hit a pole). Melee should have their cameras positioned in such a way as they can see what direction he is facing at all times, and hopefully still be able to see the tornadoes.

Hurricane is Rohash’s ultimate ability. It creates a vortex which launches everyone on the platform up into the air. All raid members on this platform will take damage every second for 15 seconds, and in addition, will also take fall damage at the end of this ability. The best idea would be to put 2 melee on this platform, rogues or kitty druids as they will take less fall damage and lose less down time than say a shadow priest or mage using the slower free falling spells. Your heals on this platform must be watching the timer as the melee will have to be topped off before the vortex as they can only cast instants during it. In addition, Rohash will also immediately cast a Slicing Gale after his ultimate channel.

Nezir, Frost: Nezir is located on the far platform from the entrance. He does have more hit points then his other two companion bosses, 25 million as opposed to Rohash and Anshal’s 17 million. His abilities are also far more devastating.

Wind Chill deals damage to everyone on the platform and gives them a stacking debuff which increases frost damage taken by 10% for 30 seconds. It will become necessary to have people switch platforms, or bubble off this effect a few times during the fight. This being one of the key areas where your coordination comes in to play since you cannot leave any platform empty.

Ice Patch looks the same as a hunter’s frost trap except larger and more painful to you, you don’t want to stand in this one. Like the trap, the patch will slow your movement speed by 10%. In addition it will cause frost damage per second.

Permafrost is a cone that channels out from the front of Nezir. Anyone caught in this cone will receive frost damage per second for the 3 seconds its active.

Sleet Storm is Nezir’s ultimate ability. It deals huge amounts of frost damage to everyone on the platform per second for 15 seconds. This damage is split between the raid members, so you will want to have the larger portion of your raid on this platform when the power bar reaches its maximum.

Now for the coordination. This is how our team handled it, how you choose to do it will of course depend on your composition and raids’ abilities.

Tanks: first, Rohash does not require a tank so this is still a two tank fight. Where a pally is ideal on Nezir to bubble off the Wind Chill stacks, its not necessary. Start off by having one tank on Anshal who will want to be at max distance to kite him out of the Soothing Winds, and one on Nezir. When the boss’ power bar hits 80, have your tanks be ready to switch between Anshal’s and Nezir’s platforms. As soon as Permafrost is cast, switch. The remainder of the raid should also be watching for this change as the tanks will need a moment to switch and pick up their new boss. Communication is a must to time this properly.

Healing: Heals are a bit more complicated, and where a lot of your coordination comes in. While its not completely necessary to have specific healing classes, there are some places and platforms where some healers will make a better choice. I’m listing our own healers we used in order to help show how we coordinated. We start off with 2 healers on Anshal, Priest and Shaman. On Nezir we have 3, Paladin, Shaman, and Druid. Finally on Rohash we have a Druid. The Shamans switch between Nezir and Anshal at about 7 stacks, keeping them low to save on our output healing. These tend to coordinate well with when the tanks switch off too, especially the first jump. The Druid on Nezir will jump over to Rohash’s platform when he gets to about 12 stacks of the debuff to clear his own stacks. The Paladin healer on Nezir remains on that platform through the entire fight, he bubbles off his stacks when they reach 18. The original Druid on Rohash and the Priest on Anshal also remain on their platforms through the entire fight. The druid as he can quickly shift to cat to help offset the fall damage after the ultimate cast, and the Priest for his damage reduction cooldowns on the tank after the ultimate cast as he will be hitting 15% harder for 15 seconds.

Melee: With the exception of the rogue’s/kitty’s you leave on Rohash’s platform, your melee will be moving together as a team. They’ll start off on the Wind platform to the right, taking the boss down as much as possible, until the boss’ power bar reaches between 70-75. At this point they will want to migrate to Nezir to be on that platform for the ultimate channel. After the channel is done, they move back to Rohash. They continue moving between these 2 bosses during the ultimate until Rohash is below 15% health. At that point, they move to Nezir and only move to Anshal to clear their stacks. Melee will stay on Nezir until he is below 15% health. Melee then moves to Anshal to focus on getting the boss down while the range continue to handle the adds. Once all the boss’s are around 10-15% health, the melee will begin to kill them off in the order of Anshal>Nezir>Rohash.

Range: Range will start out on Anshal’s platform, their primary function here will be to kill all the adds. The goal is to keep the adds moving without actually getting too close to anyone. This should keep them from melee’ing anyone or hitting them with their Toxic Spores if done correctly. Hunters will of course want to drop their frost traps to slow them, or Shamans for Earthbind. While you do want to slow them, you don’t want them to be rooted in place. When the boss’ power bar reaches 70-75, range should leave any adds that are not already down and jump over to Nezir for the ultimate channel. Its important not to wait on this, as once the channel begins, all the launch pads will disappear and you will be locked to the platform you are currently on (while this goes for everyone, your range will likely be more susceptible, as they will be more focused on downing the adds). After the channel, go back to Anshal to handle any adds that may be left over, as well as any further adds that are spawned.

If you can stay coordinated and keep a clear head on this fight, it will become fairly easy to down it regularly.

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One response

  1. first!

    January 30, 2011 at 9:54 PM

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