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by Arphir of Axis [Dark Iron] Diagram by Truevalue of Axis OverviewOne of Kael’thas chief lieutenants, High Astromancer Solarian has eagerly embraced the demonic energies with which the Blood Elves are experimenting… Solarian is a multi-phase fight, scripted similarly to fights like Leotheras the Blind, Lady Vashj, and Al’ar. In all of these fights, a portion of the encounter is spent dealing with a fixed set of abilities; however, the chief challenge is usually a portion of the fight which cycles back and forth between several abilities on a timer. In Solarian’s case, the first two phases of the fight cycle repeatedly until she reaches low health (exactly like Leotheras); at this point, Solarian transforms into an enormous Voidwalker and a third phase commences until she dies. While the mechanics of this encounter are fairly straightforward, all of Solarian’s most dangerous abilities require fast reaction times from the raid. High latency or poor reaction times even from only one or two people can quickly escalate into a wipe.
AbilitiesHP: 2,800,000
Phase 1 (Human form) Melee: Hits for light damage on a tank. Solarian does not melee very often. Blinding Light: Every 20 seconds, Solarian will instantly inflict 2,280 to 2,520 arcane damage to all members of the raid. Arcane Missiles: Periodically, Solarian will target a random member of the raid and attack them with bolts of arcane energy. The missiles deal 3,000 arcane damage per second for 3 seconds. Wrath of the Astromancer: Periodically, Solarian will afflict a random member of the raid with this debuff. After six seconds, the player will “explode,” dealing 5,400 to 6,600 arcane damage to himself and anyone within 10 yards. It cannot be dispelled. Any player damaged will be thrown up into the air. Upon landing, all players except for the initially afflicted target will suffer large amounts of fall damage.
Phase 2 (Portals) Vanish: After 50 seconds has elapsed in Phase 1, Solarian will disappear for 15 seconds. Three beams of light will descend from the ceiling in random locations near the center of the room, creating three portals. About a dozen Solarium Agents will emerge from the portals and immediately begin to attack the raid.
HP: 20,000 Melee: Return: 15 seconds after Solarian has vanished, she will re-emerge from one of the three portals. A Solarium Priest will emerge from each of the remaining two portals. At this point, Phase 1 will resume and continue for another 50 seconds.
HP: 75,000 Melee: Holy Smite: Deals 533-747 Holy damage to one target. 2.5 second cast time. May be interrupted. Silence: Silences nearby casters for a few seconds. Greater Heal: Heals a random friendly target for 23,125 to 26,875. The Solarium Priest may heal any of its allies. Greater Heal can be interrupted. 2 second cast time.
Phase 3 (Voidwalker form) When Solarian is reduced to 20% health, she immediately transforms into a giant Voidwalker, losing all of the abilities she possesses in Phases 1 and 2 (including the ability to vanish and summon allies). In her new form, Solarian has more armor, and the following abilities: Void Bolt: Periodically deals 4,394 to 5,106 shadow damage to Solarian’s aggro target. Fear: Up to 5 players in close proximity to Solarian are afflicted by fear for several seconds. Solarian will continue to attack her aggro target.
PreparationRaid Composition The following raid composition is recommended for Solarian: 3 Tanks (DPS specs and gear are OK) 1 Paladin AOE Tank 7-8 Healers 2 Rogues 6-8 Mages or Warlocks 4-7 Other DPS The 3 tanks handling Solarian and the Solarium Priests may be warriors or feral druids and do not have special gear requirements. A Protection Paladin is strongly desirable for the AOE tank handling the Solarium Agents. Assignments Use the following macros to help assign the roles in your raid: /rw — INC ASSIGNMENTS – /raid Solarian Tanks: [3 Tanks] /raid AOE Tank: [1 Paladin Tank] /raid Tank Healers: [2 Healers] /raid Raid Healers: [2 Healers] /raid Arcane Missile Healers: [3 Healers] /raid Solarium Priest Kickers: [2 Rogues] Addons
Positioning The following diagram illustrates the positions that should be used during the fight.
On the Pull
Phase 1
If someone with Wrath of the Astromancer detonates near other players, you have a mess on your hands. Other than that, the primary risk is that somebody will get killed by a combination of abilities — specifically if someone has just been the target of Arcane Missiles and is low health, and then Solarian uses Blinding Light, they may die. For this reason it’s important to make sure everyone has 100% health before Blinding Light is cast. A boss timer like Deadly Boss Mods can predict when Solarian will use Blinding Light and other abilities.
Phase 2When Solarian vanishes, three portals will appear; a few seconds later, the Solarium Agents will emerge.
Fifteen seconds after the beginning of Phase 2, Solarian and two Solarium Priests will emerge from the portals. You will need to make sure that the tanks are getting heals even if AOE is still ongoing at this time.
If you are tanking a Solarium Priest, move it to within 15 or 20 yards of the raid so that DPS can switch to it immediately after the Agents are dead.
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