Kael'thas Sunstrider LORE
The last of the Sunstrider dynasty, Kael'thas Sunstrider was the Prince of Quel'Thalas and a senior member of the Kirin Tor of Dalaran. After the death of his father, King Anasterian Sunstrider, and the destruction of most of Quel'Thalas, Kael'thas has led what remains of his people — first in the increasingly hostile Alliance, and then in the service of Illidan Stormrage — acting only for the benefit of his shattered homeland and its aggrieved people.
But Kael'thas now acknowledges a more sinister being as his master. Subsequent events have led him to betray Illidan, his own people, and existence itself...giving himself willingly to the service of the Burning Legion and its lord, Kil'jaeden the Deceiver.
Prince Kael'thas was a powerful mage and member of the Six, the shadowy high council of the Kirin Tor. Prior to the Second War, he and the other members of the high council questioned Khadgar about the orcs and the events in Karazhan that led to the death of Medivh.
Compassionate and caring, Kael'thas spent most of his time in Dalaran. During the Third War, with the Scourge invasion of Quel'Thalas, he evacuated as many survivors as he could and burned many of the enchanted forests to spite the Scourge. He assumed command over the bulk of the surviving high elves (see the fall of Quel'Thalas and Splintering) and renamed his followers blood elves in homage to their murdered brethren. All he feels now is hatred for the undead that ravaged his homeland, rage for the Alliance he feels failed his people, desperation over his people's collective addiction to magic, and grief for his ravaged kingdom.
As the last known surviving member of the Sunstrider dynasty, Kael'thas is the heir to the high elven crown but has yet to take it. Instead, he styles himself as the "Lord of the Blood Elves". He is proficient in siphoning magical energies from demons to feed his addiction and has taught his brethren to do the same. He salvaged the skull of his father, Anasterian, from the ruins of Quel'Thalas, enshrining it in Tempest Keep. The skull is among the artifacts that the red and green dragonflights would need to restore the Sunwell.
In battle, Kael'thas naturally relies foremost on his magic. However, he is also a skilled swordsman and wields the Flamestrike sword, the ancient runeblade of the Sunstrider House that was first wielded by his ancestor, Dath'Remar
Kael'thas, his advisors, and the phoenixes are immune to Taunt, Crowd Control and all snare or slow effects. The Weapons are susceptible to all of these effects.
The advisors enter Phase 1 with half of their normal HP. After they are resurrected for Phase 3 they are at full health.
Thaladred the Darkener
~560k health (~280k in P1)
Melee – 3-4k on plate plus 2.5k every tick for 12 seconds
Gaze – Fixes aggro to a random person in raid; 9 second cooldown
Psychic Blow – 4-5k damage plus knockback to his current target, 30 yard range
Silence – Silences anyone within 8 yards
Lord Sanguinar
~580k health (~290k in P1)
Melee – 3-4k on plate
Bellowing Roar – 35 yard AoE fear centered on himself, 1.5 second cast, no aggro reset
Grand Astromancer Capernian
~400k health (~200k in P1)
Fireball – 6-7k single-target fire damage
Conflagration – Randomly targets players within 30 yards; causes disorient effect with 600-900 damage per second plus 300 damage per second to all players within 8 yards of the debuffed player. Capernian will not attack players afflicted by conflagaration.
Arcane Explosion – 4.5k Arcane damage plus knockback and slow debuff; only used if players are in melee range
Master Engineer Telonicus
~550k health (~275k in P1)
Melee – ~5700 pre-mitigation
Bomb – 7-9k fire in a small AoE centered on current target's location, 1.5 second cast; not subject to miss or resistance; cast takes the place of a melee attack
Remote Toy – 60 sec debuff placed on a random player, periodically stuns the affected player for 4 seconds
Kael'thas Sunstrider
~3.6 million HP
Melee – ~4k on plate
Fireball – 2.5 sec cast, ~16-20k fire damage, interruptible
Flamestrike – 3 sec cast, ~120k AoE in a 6 yard radius plus 3k fire damage per second AoE for 8 sec in a 10 yard radius
Summon Phoenix – periodically summon a Phoenix
Arcane Disruption – 1750-2250 Arcane damage and a 10 second disorient to every raid member, 20 sec cooldown
Shock Barrier – a shield which absorbs 80,000 damage, lasts 10 seconds and prevents spells from being interrupted
Phase 4 specific abilities:
Mind Control – Mind controls 2-3 people in the raid
Pyroblast – 4 sec cast, 45k-55k fire damage, interruptible, 60 sec cooldown; begins casting immediately after casting Shock Barrier
Phase 5 specific abilities:
Gravity Lapse – All members of raid are teleported to him and then swim in the air for 30 sec
Nether Beam – 1850-2150 arcane damage to a random target, jumps to nearby players, damage doubled for each jump (similar to C'Thuns eye beam)
Nether Vapor – Small black clouds floating in the air near Kael'thas. If touched they add a stacking debuff which reduces max health by 10% each time, stacking up to 9 times, to 90% reduction.
This fight favors ranged damage dealers because there are mobs which are highly dangerous for melee (Thaladred and Capernian), and the Phoenix eggs are much easier killed by ranged (only 15 sec time to do 70k damage), melee lose too much time running to the egg.
The raid can leisurely kill each advisor. To make phase 3 easier, each advisor should be killed in a pre-planned location.
The advisors engage in the following order:
Thaladred the Darkener fixes aggro on ("sets his gaze on" emote) a raid member at all times, and, for the duration of the gaze, walks toward that target, who must run away and thus kite him while ranged DPS attack Thaladred. For brief intervals between gazes, or if the gaze target dies, Thaladred may melee or follow the target with the most threat. Nobody should be closer than 10 yards when a gaze shift takes place.
Lord Sanguinar is a simple tank and spank boss, made interesting only by his fear ability (which no longer resets aggro).
Grand Astromancer Capernian casts Arcane Explosion if there are people in melee range, making this another ranged-only fight. Conflagrate must be avoided by everybody except her tanks. One possible setup is to have a fire resist tank stand rather close to her (about 15 yards, still outside Arcane Explosion range) to eat the conflagrations, while a Warlock kills her from 30 yards away. Such a setup needs two healers on the warlock, and one on the fire tank. Alternately, she can be tanked by two warlocks which take turns - when one is conflagrated, the other takes over. Warlocks tanking her must not have Nether Protection, or she closes range, melees and casts Arcane Explosion after one of her spells is resisted.
Master Engineer Telonicus is probably the least dangerous of the advisors. His Remote Toy debuff is potentially fatal if active on a tank during phase 2 (significantly hampering threat generation and making positioning difficult), so delay killing Telonicus until no tank has the debuff. In phase 3, the debuff is made irrelevant by the staff's anti-stun aura.
After all advisors are dead, Kael'thas summons his arsenal of seven legendary weapons. By killing and looting these weapons all raid members can equip themselves with legendary weapons for the rest of the fight (the weapons are multi-drop but unique; one player can theoretically pick up one copy of each). Killing the weapons is a mixture of AoE and focus fire. There should be an AoE kill zone, where most of the weapons are held, while the remaining DPS concentrate on one weapon after the other. Here's an overview of the weapons in a reasonable kill order:
[Netherstrand Longbow] ~210k HP
Has a Multi-Shot attack, drops aggro if any melee or pet attack it. Preferably tanked by a hunter facing it away from the raid to avoid Multi-Shot hitting others. This is the most dangerous weapon and should be killed first by all hunters and ranged DPS which do not take part in the AoE.
[Staff of Disintegration] ~170k HP
Low melee damage, attacks with Frostbolt and Frost Nova. It likes to cast a Frost Nova, run away 10-15 yards and then start to Frostbolt. It's a highly desirable item because its "use" ability grants immunity to the Remote Toy debuff, and it increases the damage output of casters. It also has low HP and dies faster than the other weapons.
[Cosmic Infuser] ~280k HP
Low melee damage. Heals itself and friendly targets, which must be interrupted. The melee damage dealers should control and kill this first.
[Infinity Blade] ~210k HP
Hits normal but attacks very fast. Has a Thrash ability (similar to Prince Malchezaar's phase 2 ability) that grants it two extra attacks.
[Warp Slicer] ~290k HP
Hits for 1-1.5K every 2s on plate. Applies a stacking Rend DoT. Each stack ticks for an additional 500 damage every 3s for 15s; the Rend attack that applies the DoT can miss, be dodged or parried.
[Devastation] ~230k HP
Frequently Whirlwinds, which one-shots any non-tanks. Must be tanked slightly away from the other weapons, near the edge or even outside the AoE zone. Not very useful for most raid members, therefore it's not a problem if it doesn't die quickly.
[Phaseshift Bulwark] ~290k HP
Does high damage. Has a "shield spike"-like ability which when activated can reflect a lot of damage to a fast attacking melee DPSer. Also has much higher HP and armor than the other weapons. The tanks can manage phase 3 without it, but they must absolutely have it to tank Kael'thas in phase 4.
Weapon tank list:
Main Tank: Axe [Devastation]
Main Tank: Sword [Warp Slicer] + Shield [Phaseshift Bulwark]
Offtank #1: Mace [Cosmic Infuser] + Dagger [Infinity Blade]
Offtank #2: Staff [Staff of Disintegration]
Hunter: Bow [Netherstrand Longbow]
The weapon corpses despawn after 60 seconds, and the looted weapons disappear 15 minutes after being looted. Players also lose them when releasing (after a death) or when the encounter is reset.
It's not a big problem to have two weapons alive (e.g. the [Phaseshift Bulwark] and [Devastation]) when phase 3 starts.
Alternative Strategy for Phase 2: Some guilds believe that managing to get all weapons down before phase 3 is the basis for a perfect Kael'Thas kill. Suggested raid composition for this is 3 tanks 6 healers and 16 DPS players. The DPS composition should include at least 2 hunters, 3 mages and 3 warlocks.
As soon as the weapons spawn the main tank should grab the axe. The bow should be tanked by 2 hunters. The staff should be tanked by your off tank (A good position is behind Kael'Thas). A paladin tank can and should tank all the other weapons.
The Two hunters should be left alone to kill the bow. The mages and warlocks should start by nuking the axe. The Melee should take care of the staff very very fast. As soon as the staff is down the DPS you have assigned to the axe should change their focus to the group of weapons tanked by the protection paladin regardless if the axe is down or not (it will be finished later by the hunters). Additionally they should proceed in good order to loot the Staff one by one (if all of them rush to get it then the AoE on the group of weapons will be too low to take them down in time). At the same time the melee should focus on the cosmic infuser which will now be tanked by the tank that was on the staff (assign a rogue or two to stop it from healing).
As soon as the two hunters finish with the bow they should proceed to loot it and then finish off the axe (hence freeing the main tank for phase 3)
The AoE group should by now have started their AoE (with at least 40 seconds remaining). The moment the cosmic infuser comes down the tanking paladin should move a few yards back to allow the healers to loot easily at this point melee and the mace tank should nuke the shield.
The AoE should continue non stop with the addition that the mages and warlocks should now target the Phaseshift Bulwark (shield) and cast any instant spells they have (such as fire blast or a curse) so the can hasten the downing of the shield. Each time a weapon goes down the tankadin should move another 3 yards backwards to allow for easier loot.
The last two weapons that will go down are the Infinity blade and warp slicer (in that order). Two rogues and possibly a DPS warrior or an enhancement shaman should loot the infinity blade to use it in the mind controlled of the raid during phase 4.
If you have followed this tactic then the last weapon should go down just about the moment phase 3 starts. Such a smooth handling of weapons is the half of a very smooth performance in phase 3 and hence a very promising phase 4 and 5.
Loot?
Netherstrand Longbow
Infinity Blade
Warp SlicerChestguard of the Vanquished Champion
Band of the Ranger-General
Leggings of Murderous Intent
Twinblade of the Phoenix
Thalassian Wildercloak
Ashes of Al'ar