Shifting Perspectives: Balance in Throne of the Four Winds

Greetings once again, my druidic companions! In the previous weeks, we valiantly struggled once again to end the life of two of Deathwing's children. It wasn't an easy victory, to be sure. This week, we put ourselves against a new foe: the elemental lord of air Al'Akir. The elemental lords have always been quite chaotic in nature, once serving as a part of the Old Gods' armies when they ruled Azeroth. It comes as no surprise, then, that the wind king (much like the fire lord) has thrown his lot in with Deathwing.
On a side note, I think this creates the perfect opportunity to bring up why this proves that druids are vastly superior to shaman. Sure, both groups may harbor some control over the natural forces of the world, but the shaman rely upon the elements in order to perfect their art. These elements are quite fickle. Oh sure, they can beg and plead to have the elements bless them, but what do they do when the elements say "no"? Druids don't have this weakness. We control nature itself; we are the rightful caretakers of this world. Personally, I say the next war should be between the Cenarion Circle and the Earthen Ring. We've pretty much fought against all of the elemental lords in one form or another; I think it's high time we targeted the root of the problem. I'm just sayin'.
Conclave of Wind
Before we can throw down with Al'Akir himself, we first have to fight against the three remaining lords of wind. The Conclave of Wind isn't a difficult encounter by any means; it is more mechanical in nature. The fight primarily centers around knowing the ins and outs of each boss and how to cope with them. Even without amazing gear, they can be brought down, provided you execute the encounter correctly. The downside to that is there are quite a few things to worry about at any given time. With that in mind, let's go into the bosses' abilities first.
Nezir
- Chilling Winds Deals increasing frost damage to all players within the zone and decreases haste by 500%. This ability is only used if no valid targets are within range.
- Permafrost Channels a cone of frost at the current target dealing frost damage for 3 seconds.
- Frost Puddle? The technical ability isn't listed on Wowhead, which isn't uncommon; essentially, Nezir drops Ice Trap-like pools that deal damage and slow movement speed.
- Wind Chill Not to be confused with Chilling Winds (I know, right?), this ability deals frost damage to everyone on the platform and increases frost damage by 10% per stack.
- Sleet Storm Nezir's ultimate ability that is used at 90 energy. Deals heavy frost damage to all targets on the platform, split between total number of targets. Lasts 15 seconds.
Anshal
- Withering Winds Deals increasing shadow damage to all players within the zone and decreases healing received by 100%. This ability is only used if no valid targets are within range.
- Soothing Breeze Summons a healing pool at the base of the caster. Anshal must be dragged out of it.
- Nurture Summons several Ravenous Creepers.
- Zephy Heals all nearby allies for massive amounts of health and increases damage dealt by 15% for 15 seconds; this effect stacks. Ability is channeled for 15 seconds and only used at 90 energy.
Rohash
- Deafening Winds Deals increasing nature damage to all players within the zone and silences them. This ability is only used if no valid targets are within range.
- Slicing Gale Deals nature damage to a random target
- Wind Blast Rohash spins slowly around the the platform, dealing nature damage and knocking back anyone caught in front of him. Lasts 6 seconds.
- Hurricane Lifts all targets on the platform into the air and deals nature damage for 15 seconds. Once the effect ends, all targets are dropped from the air and take additional fall damage.
Rohash's platform This is the easiest platform to set up for. Rohash cannot be tanked, and the damage he deals is very minimal. In 10-man, you can get by with any self-healing DPS, and in 25-man, all you need is a single healer. Although balance druids do have the ability to heal themselves, we don't do so passively, so we generally aren't the best option to send over there. Normally, you'd be better off sending in a shadow priest or affliction/destruction warlock; enhancement shaman and marksman hunters work well too. Balance can go, but you will occasionally have to drop form in order to heal yourself.
For 25-man, you need around four to five DPSers on this platform, depending on your raid's output. In 10-man, you generally need 2; you can get by with just 1, but it can be risky. Priests are honestly the best option here, as Levitate can be used to avoid the fall damage from Hurricane.
Anshal's platform This is generally the place where you and the majority of your DPS are going to be placed. Anshal and Rohash will also be the first two to die and should die within just a few seconds of each other. Depending on how much (or little, as the case should be) healing you allow Anshal to put out, this could be tricky.
The primary focus for DPS on the platform will be the boss, and there's very little movement on this side to interrupt your normal rotation. The one thing you do have to worry about is the adds that Anshal summons. The adds have relatively low health and their damage isn't all that high; however, you don't want any of them alive when Anshal casts Zephy. Only five of them spawn, so true AoE is usually a waste -- and it is always a waste for balance druids, anyway. Once the adds spawn, get to your closest Eclipse and then run around spamming Moonfire on them and tossing out Shooting Stars procs if you have the Eclipse to do so.
Nezir's platform Normally there is no DPS on Nezir's platform, so there's little reason to ever be here. Should your raid have the issue that they cannot burn down Nezir before the other two come back to life, then try switching just a single DPS over to Nezir. Should this happen, there's not all that much you would need to watch out for. There are no adds to kill, but you will have to periodically move out from the pools of frost that are placed on the ground. Avoid standing near either of the jump points, as you don't want any frost pools near there, and avoid standing in front of the tank to avoid being hit by the cone attack.
Dealing with ultimates When the bosses gain 90 energy, they will use their ultimate ability; this is the only twist in an otherwise simple encounter. Once the bosses reach 80 energy, a few things need to happen. First, the players from Anshal and Nezir's platforms need to switch with each other. Nezir's ability splits its damage between all players on the platform, and the people who were there previously need to reset their stacks of Wind Chill. Everyone but one DPSer or healer from Rohash's platform should switch to Nezir as well.
You must switch platforms at around 80 energy. Once the bosses hit 90 energy and start to use their abilities, you will not be able to switch platforms until they are done.
During this phase, you want to get as much DPS on Nezir as you can to make burning him down easier at the end. Save Force of Nature at the start of the fight and use it on your first switch instead; the added damage on Nezir is worth it. Saving Starfall can be useful as well but isn't as necessary.
After 15 seconds, when the bosses stop casting their abilities, all the DPSers go back to their respective platforms. The tanks and healers who switched between Nezir and Anshal don't need to switch until the next ultimate. This is also a great opportunity to switch DPS between Anshal and Rohash if one is going down too slowly.
End the game As previously mentioned, Anshal and Rohash will be the first two to die; try and have them die at relatively the same time. At that point, everyone switches to Nezir -- you don't have to keep people on the dead djinn platforms -- and burns him down.
Al'Akir
The elemental lord himself can be quite a challenge in some respects, and this encounter is one of the remaining testaments to the balancing act between 10- and 25-man content. Al'Akir is much easier in 10-man than it is in 25-man. Call it what you will, but if Al'Akir is giving your group too much of an issue on 25-man, it might just be for the best to split into two 10-man groups until you gear up and learn the encounter well enough to "upgrade," as it were.
The fight itself consists of three phases, with phase 1 being the most difficult. At least we get all the hard stuff out of the way first, right?
Phase 1 Al'Akir has quite a number of abilities to watch out for in this phase.
- Electrocute Blasts the current aggro target with increasing nature damage. Only usable if the target is outside of melee range and ends once the target is back in melee range.
- Static Shock Deals nature damage and interrupts players in melee range of the boss.
- Wind Burst Deals nature damage to all players on the platform and knocks them back.
- Squall Line Summons a wall of swirling wind that circles around the platform. Each wall has a gap that can be used to avoid the ability.
- Lightning Strike Deals nature damage in a cone facing a random target. Damage increased for every player hit.
- Ice Storm Summons a blizzard that sweeps across a section of the platform, leaving a trail of ice on the ground that deals frost damage and slows movement speed.

Unfortunately, balance lacks any of the fancier tricks that other classes can use in order to increase their survivability in this phase, which is the most important thing. If you find yourself caught where you shouldn't be, such as knocked off the platform, the best you can do is to toss a few Lifeblooms on yourself should you need the healing.
Phase 2 Once he reaches 80%, Al'Akir loses some of his more annoying abilities. Lightning Strike, Ice Storm, and Wind Burst are all gone. Squall Lines are still circling around, so be wary of those. There are two new abilities, though.
- Acid Rain Constant AoE damage that hits the raid. The longer this phase lasts, the more damage Acid Rain does, creating a soft enrage of sorts.
- Summon Stormling Creates an add every 20 seconds that deals AoE damage to anyone within 20 yards of it. Debuffs Al'Akir with Feedback when killed.
The adds that spawn need to be stagger-killed in order to keep the Feedback rolling. That's not too difficult to handle, provided that everyone watches their DPS; you might be better off just DoTing the add than switching back to the boss. One thing that you do need to be watchful of is when to use Starfall. It does hit two targets, so you don't want it to push an add too soon, should you need to hold off for a bit on DPS.
Phase 3 Oh look, the platform is gone! New and original. Kidding aside, the platform does explode, and you do find yourself flying around inside of a storm. Comparatively, this is the simplest phase of the encounter. The group should gather together and head down to the lowest Lightning Cloud. Once there, you just wait until a new cloud forms and then move up out of it. Any raid member who gets Lightning Rod needs to move sideways away from the group.
Just as with phase 2, this is another DPS race. Instead of fighting against an increasing damage mechanic, you are fighting against space. Buck up, though -- this is the easiest phase of the encounter, so just getting there means that you've got it made.
Filed under: Druid, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 2)
Lloren Feb 4th 2011 4:07PM
I know they're both ranged and the fight is still the same, but did anyone else notice that this article is a copy/paste with minor Druid specific edits of the warlock article talking about this fight? ...Like word for word.
Necromann Feb 4th 2011 3:21PM
Some people don't read all the articles, so some points need to be reiterated to a different audience.
Twill Feb 4th 2011 3:24PM
There was a warlock article on this? o.0
I better go check it out. Either way, using me as an example... copy/pasting works when people don't read every single article on here.
Twill Feb 4th 2011 3:25PM
Okay... I just went and looked at every single Blood Pact until November... there isn't a article about the Throne of the Four Winds whatsoever...
Where did you find it?
shadowhowl1900 Feb 4th 2011 3:56PM
@twill
http://wow.joystiq.com/2011/01/31/blood-pact-storming-throne-of-four-winds-as-a-warlock/
M.tiphys Feb 4th 2011 3:57PM
I KNEW this sounded familiar. I knew I read it before but I haven't done any time traveling since the incident. That explains it!
Anyway I read them both but I don't play a warlock or moonkin. They're just fun to read.
Lloren Feb 4th 2011 3:57PM
Could have sworn it was within the past week. My goldfish memory wouldn't have remembered it much further back than that.
Emelie from Dunemaul Feb 4th 2011 4:00PM
Tyler now does both Blood Pact and the Boomkin Shifting Perspectives right now until they find another lock writer....At least that's what I remember reading at some point in the last couple months...If you click his name, it will show both articles =)
Lloren Feb 4th 2011 4:02PM
http://i.wow.joystiq.com/2011/01/31/blood-pact-storming-throne-of-four-winds-as-a-warlock/
I dunno if the link will work or not since it's a mobile version link, but this was the original article.
Lloren Feb 4th 2011 4:49PM
Someone beat me to the link. I didn't realize that he did the articles for both columns these days. At least it's good to know that he's only ninja-ing from himself and not the other writers. :P
(cutaia) Feb 4th 2011 4:24PM
"this article is a copy/paste with minor Druid specific edits of the warlock article talking about this fight? ...Like word for word."
I just opened that article and tabbed back and forth looking at each section. The only real copy/pasting seems to be the boss abilities, which makes perfect sense. Everything else seems like this article was practically rewritten from scratch despite the similarities in the strategies for both classes.
Rai Feb 4th 2011 7:40PM
Meh. If it ain't broke...
...then it will most likely be nerfed soon.
Tyler Caraway Feb 6th 2011 7:44AM
(cutaia) is correct.
I did copy/paste the boss abilities because, well, boss abilities don't change and there isn't really a different way that I could have worded them. Aside from that, everything else is different.
I'm running raiding guides for both warlocks and balance at the moment, and just happened to end up picking them both up on the same week, so they've run similar-ish content week by week. I probably should have started BP in one zone and SP in another, but so it goes.
For BWD, I split the bosses different between the two articles so that it would be more noticeably different, for TotFW, there's only two bosses so it was a little bit more difficult to do.
BoT will certainly offer a change when it comes out. ;)
Twill Feb 4th 2011 3:23PM
Can your perfectly written guides just be considered the "Go To Guides" for every class? Your writing isn't even too specific to moonkins, it helped me on my Paladin AND warlock in addition to my explosion of feathery fun.
Great article once again.
Lissanna Feb 4th 2011 4:36PM
Well, he's the "moonkin" writer, so he has to submit "moonkin" articles to the site. It's great, however, if you can abstract more general info from his guides!
Tyler Caraway Feb 6th 2011 7:49AM
/shrug
I get as specific as I can, but it is all fight dependent.
On an encounter such as Magmaw; what I would end up doing as a balance druid opposed to a melee class or a tank is vastly different -- as it how each ranged class handles things. However, neither of these encounters have anything which balance druids particularly excel at in a different method from any other class/spec in the game.
Although CoW is a mechanical encounter, the mechanics don't force differences between how players will operate regardless of what class they are playing. The same goes for Al'Akir. There's a lot of dodging things in phase 1, but balance simply doesn't have anything special that they can do which another class couldn't; they merely move out of the way.
It's a sad fact, but, despite how difficult Al'Akir can be and how fun both fights are, they are both fairly boring from an encounter design perspective.
If there's something balance specific that you can think of which would assist on either of these encounters, then I would be glad to list it in the article; but I sadly cannot think of anything other than what is already noted.
Drez Feb 4th 2011 4:01PM
Just as an FYI and in the spirit of "there is more than one way to skin a cat", an alternate strategy for council is to first have DPS focus down Nezir to ~10%, have DPS on this platform switch over to Anshal when his adds spawn, then switch back to Nezir when the adds are dead for Nezir's ultimate ability.
There are two reasons to follow this strategy: Nezir has much more HP than the other two bosses, and having the other two bosses pop back up due to not killing Nezir quickly enough sucks. The second is that it causes people to drop their stacks of Wind Chill regularly, which is good practice for hard modes.
Tyler Caraway Feb 6th 2011 7:54AM
I will grant you that it can be practical to do it this way should you not be able to burst Nezir down quickly enough; however I wouldn't think that switching every single DPS would be the answer.
Instead, I would just move one or possibly two DPS onto Nezir full time -- preferably a retribution paladin or a mage of any variety. This way, they can sit on the boss through the entire first transition -- using Divine Shield/Ice Block to reset their stacks -- and then merely switch with the tank to attack Anshal during the second transition; or Ice Block again if they are a frost mage.
I would actually say that this encounter gets -slightly- more difficult the better gear you have. You generally don't get that much DPS off on Nezir during the switch; and higher overall DPS just means that Anshal goes down too quickly. On our last kill, we had to stop on Anshal before the second transition before he was simply dying too fast.
Twill Feb 4th 2011 7:18PM
/insert cheerleader on awesome moonkin writers here.
/insert one for Frostheim too. Just cuz.
Readmanz Feb 4th 2011 7:20PM
Excuse me, Thrall would like a word.