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Al'ar Fight is a 2 phase fight, the general minimum requirements for this fight are:
4 Tanks (5 can be used)
6 Healers
4 or 5 Melee DPS
10 or 11 Ranged DPS
Start Positioning
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MT = Platform 1 and 3, switching between each
OT1 = Platform 2
OT2 = Platform 4
(All platform tanks must be stood on the very edge of the platform or you die, due to being out of LoS from the healers)
OT3 = Bottom of the ramps
Ranged = Under platform 1 and follow Al'ar as he moves.
Melee = Bottom of ramps, next to OT3
Healers = are assigned to Tanks, Melee group and raid and are typically spread out.
General Fight Outline
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Phase 1
To start this phase Al'ar is brought to platform 1 by the MT and DPS commences, ranged DPS have no problems with pulling aggro, so they should just nuke the hell out of him. Melee at this point can be on platform 1 to give 30 seconds of melee dps and everytime Al'ar is on platform 1 they can also run up to dps. After 30 second intervals he will fly to the next platform, the OT1 will grab him on platform 2 and the range DPS commences again. DPS should be knocking off around 10% HP per platform switch. During this point the MT should be already running from platofrm 1 to platform 3 and getting ready to pick him up. Once Al'ar moves from platform 3 to platform 4, the MT should be running back to platform 1. The MT will continue to switch his position like this for the duration of the phase.
Each time he switches platform he will summon a small pheonix add which is picked up by OT3 and then killed by the melee group. Upon death the pheonix add will explode knocking back anyone within 20 yards, it's important for the melee group to run out before this explosion occurs, ONLY a rogue with Cloak of Shadows on may remain in to finish off the add.
From time to time, Al'ar will fly to the middle of the room and up to the ceiling, at which point he performs 'Flame Quill' which covers the entire upper platform 5 times with hard hitting fire. Anybody caught in this is going to die. All tanks/Melee that happens to be up there should immediatly jump down. Tanks on platform 1 and 4 must move to the ramps and run up the light coloured inner edge to avoid the flame quill and run back to the edge of the platform in time to pick Al'ar up. If they are not back in time, he will flame buffet the entire raid for around 2 - 3k dmg per tick, usually resulting in a wipe. Ranged DPS can continue to DPS Al'ar when he is in the middle.
After any flame quill he will always fly to either platform 1 or 4, hopefully with the tanks already in postion.
This continues until Al'ar is at 30% HP. At 30%, the killing of pheonix adds stop and they are all brought to around 15%-20% HP, ready for phase 2.
Phase 2
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Once Al'ar dies, everyone runs to the doorway. The MT and OT1 will be ready to pick him up when he is reborn. Ranged DPS begins finishing off the adds left over from phase 1, each add when killed will knock off about 3% health from Al'ar, thus giving you a nice 9-12% head start.
Ranged DPS : Your main focus for this phase is ADDS.
Melee DPS : Your ONLY focus for this phase is Al'ar.
During this phase there are several things to be aware of:
- Meteor
- Flame Patches
- Melt Armor
- Adds
Meteor
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He will randomly fly up and dive on a random player, it's important that player moves immediatly away from their original spot and everyone spreads out. Each time he does this he will spawn 2 ADDS, which must be killed much like in phase one, picked up by OT3 and killed by the ranged DPS.
Flame Patches
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He is going to set fire to patches of the floor, which do a lot of damage, watch out for them and move as soon as possible to avoid death. Be aware that the tanks and melee group must be prepared to move Al'ar if flame patches are cast around the current tanking spot. Ranged... these patches will kill non tankies in 3 ticks so be aware.
Melt Armor
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Al'ar will use MELT ARMOR on the MT reducing thier armor significantly. The OT must be prepared to taunt Al'ar immediatly. If taunt is resisted (which can happen) pop challenging shout. If CS is up already you could enter battle stance and use mocking blow.
Adds
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Each time he performs meteor he will summon 2 adds, these are pulled off quickly by the original add tank (OT3), moved away from the group and killed by the ranged DPS.
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General Overview
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Phase 1:
Nuke Al'ar, Kill adds until Al'ar is at 30%, watchout for flame quill.
Phase 2:
Range nuke adds, Melee nuke Al'ar, Avoid Meteor and flame patches. STAY ALIVE, Keep moving.
This guide is compiled from our own previous attempts and watching videos and guides found on youtube and various other sites.

