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Throne of the Four Winds Guide for WoW Сataclysm Classic

After reading this article, you will be fully equipped to engage in Throne of the Four Winds, one of the most interesting yet challenging raids in WoW Cataclysm. Within these pages, you will learn about each boss's mechanics, abilities, and the loot you can hope to get for defeating them.

Fellow adventure seekers, welcome to our comprehensive Throne of the Four Winds guide for WoW Cataclysm. We are sure you have been waiting for this a lot, and now, this expansion’s Classic version is available again. After all these years, you have a chance to test your skills within one of the most exciting raids once more. Are you ready to face off against Al’Akir, the Deathwing’s ally, who has turned his powers against this world? We bet you are!

As you keep reading our article, you will find all the details of this legendary raid. Starting from the general Throne of the Four Winds strategy, the instance’s location, as well as every boss’s ability description, and so much more. From slaying the three mighty djinns – Conclave of Wind to fighting the powerful Al’Akir Windlord himself, we have you covered.

Within the pages of our Throne of the Four Winds raid guide, you will also discover information on what tier sets you can expect to get for completing this activity. The same can be said about the possible loot you can find there. However, we would like to warn you in advance that getting the desired item from this list presents a particular challenge. Though, if you decide to keep farming this raid for many times, you might get what you are looking for.

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What is Throne of the Four Winds in WoW Cataclysm

Throne of the Four Winds represents a raid instance in WoW Cataclysm, appeared alongside the expansion's release. Situated in the Southwest of Uldum, player must have a flying mount to be able to get there and participate in the activity.

As one of the inaugural raiding tiers of the expansion, it joins Blackwing Descent and Bastion of Twilight. This instance features two boss encounters, offered in both Normal and Heroic difficulties.

While Throne of the Four Winds release date was on December 7, 2010, players from all around the world has a chance to fight Al’Akir once again. This is why we have been waiting for the WoW Cataclysm Classic version for so many years! For those of you who have forgotten what this raid is all about, let us quickly remind you.

With the resurgence of Deathwing, Al'Akir regains his freedom to traverse the skies of Azeroth. Emerging as one of the Destroyer's most steadfast and formidable allies, he summons the Conclave of the Four Winds, ancient wind elementals nearly rivaling his own power, to aid in the elemental invasion of his former domain.

Al'Akir's demeanor mirrors the ever-changing sky: serene one moment, wrathful the next. Yet, amidst this unpredictability, certain aspects of the Windlord remain constant. Possessing unparalleled might capable of upheaving Azeroth if unchecked, he refuses to be shackled again.

Throne of the Four Winds Location

Speaking of Throne of the Four Winds location, you can enter this raid in the Southwest of Uldum. Getting there is impossible unless you have a flying mount. All the boss fights you are going to have, will take place in one area. All you have to do is to move from one platform to another.

It is unlikely that you will have a question about where is entrance Throne of the Four Winds because it is extremely easy to find once you get to the marked area. However, if you have never done this or simply have trouble navigating, we will provide you with the map further in this section.

Apart from knowing how to get to Throne of the Four Winds, you will have to prepare to fight the two extremely powerful bosses. Each of them features unique skills and mechanics you need to learn to play around. On top of that, you need to make up a strategy, depending on how many people you will have participating in the raid.

As mentioned above, you can find Throne of the Four Winds map in the screenshot below with the exact raid’s location marked on it.

Now that you know where is the Throne of the Four Winds, it is high time to invest your time in preparing for it. The main thing you want to take care of is leveling up your character to the cap of 85. For this, you can Buy WoW Cataclysm Classic Powerleveling service at SkyCoach and let our PROs handle this job for you. Trust the endless grinding to us and enjoy the game to the fullest without spending your precious time on things you do not like! BLOG20

Throne of the Four Winds Bosses List

While this raid does not seem to be that rich regarding how many bosses it houses, you still have to beat 2 of them in total. However, it is not that plain and simple here. Why? The first boss, which is Conclave of Wind, basically consists of three djinns. Each of them boasts unique abilities and mechanics your raid needs to counter. Still, this encounter counts as a single boss just because you fight all three djinns simultaneously.

For a better understanding and your convenience, check out the following list of all Throne of the Four Winds bosses:

  • Conclave of Wind (Anshal, Nezir, Rohash)
  • Al’Akir

As promised above, we will provide you with detailed Throne of the Four Winds tactics for every boss, including all the djinns listed.

Throne of the Four Winds Loot Table

Now, let’s get to the most interesting part and the thing we are all here for – the possible raid rewards. As always, we have gathered all the information available in the Throne of the Four Winds loot table you can find within this section.

Obviously, getting all Throne of the Four Winds loot is impossible, but you can try to get the particular items you are into. To ensure you know where to hunt for this or that equipment part, we have split this table according to what drops from this or that boss.

Boos Item Name Gear Slot
Conclave of Wind Soul Breath Belt Cloth Waist
Gale Rouser Belt Leather Waist
Wind Stalker Belt Leather Waist
Lightning Well Belt Mail Waist
Star Chaser Belt Mail Waist
Sky Strider Belt Plate Waist
Tempest Keeper Belt Plate Waist
Thunder Wall Belt Plate Waist
Mistral Circle Agility Ring
Permafrost Signet Tank Ring
Planetary Band Caster Ring
Al’Akir Soul Breath Leggings Cloth Legs
Gale Rouser Leggings Leather Legs
Wind Stalker Leggings Leather Legs
Lightning Well Legguards Mail Legs
Star Chaser Legguards Mail Legs
Tempest Keeper Leggings Plate Legs
Sky Strider Greaves Plate Legs
Thunder Wall Greaves Plate Legs
Stormwake, the Tempest's Reach 1H Sword
Cloudburst Necklace Neck
Mistral Pendant Neck
Permafrost Choker Neck
Planetary Amulet Neck
Cloudburst Cloak Back
Mistral Drape Back
Permafrost Cape Back
Planetary Drape Back
Cloudburst Ring Ring
Reins of the Drake of the South Wind Mount
Essence of the Forlorn (Heroic Only) Currency

With this impressive number of Throne of the Four Winds drops, we can only wish you good luck to get the ones you really need. However, every one of the gear pieces you see above is worth it. In case you cannot obtain it no matter how hard you try, you already know who can help you. Our trusted PROs will gladly take care of this job while you are having a rest from the endless grinding.

Also, the biggest thing everyone expects to get here is the Throne of the Four Winds mount named Reins of Drake of the South Wind. The latter looks absolutely amazing, but its drop chance is only around 1%, which means you will have to try really hard in order to get your hands on it.

Throne of the Four Winds Tier Sets

Since we have already touched the topic of the rewards you can obtain from this raid, we would like you to take a look at what Throne of the Four Winds tier set options are currently available in the game.

Do keep in mind that the following items can be found when playing either Normal or Heroic modes. See the note in the brackets to see where you can expect it to drop.

  1. Paladin, Warlock, Priest - Helm of the Forlorn Conqueror (N), Crown of the Forlorn Conqueror (H);
  2. Shaman, Hunter, Warrior - Helm of the Forlorn Protector (N), Crown of the Forlorn Protector (H);
  3. Druid, Rogue, Death Knight, Mage - Helm of the Forlorn Vanquisher (N), Crown of the Forlorn Vanquisher (H);
  4. Shaman, Hunter, Warrior - Mantle of the Forlorn Protector (N), Shoulders of the Forlorn Protector (H);
  5. Paladin, Warlock, Priest - Mantle of the Forlorn Conqueror (N), Shoulders of the Forlorn Conqueror (H);
  6. Druid, Rogue, Death Knight, Mage - Mantle of the Forlorn Vanquisher (N), Shoulders of the Forlorn Vanquisher (H).

Now that you know what Armor Token drops on each difficulty make sure to farm Al’Akir and hope to get what you are looking for.

Throne of the Four Winds Bosses Guide – WoW Cataclysm Classic

You already know that this raid boasts two boss encounters. Let’s get into more details before we provide you with further strategies to conquer them both. First up is the fierce Conclave of Wind, where players must contend with three elemental lords simultaneously, each with their unique abilities and strengths. Cooperation and precise execution are key to overcoming this elemental trio.

Following the Conclave, adventurers face off against the mighty Al'Akir, the Windlord himself. This powerful elemental lord commands the forces of air with unparalleled might, shifting between calm and fury in an instant. Players must navigate Al'Akir's stormy domain, dodging powerful winds and lightning strikes while coordinating attacks to whittle down his formidable health pool.

Each encounter in the Throne of the Four Winds demands strategy, coordination, and quick reflexes from raiders. Only those who can master the elements and withstand the fury of the winds will emerge victorious from this epic trial.

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Conclave of Wind

Defeating Conclave of Wind is a prerequisite for confronting the elemental lord. While they are positioned separately, engaging one djinn draws the attention of all. Despite their confinement to platforms, each lord imposes a notable debuff on all players if there is ever a moment without a target on their platform, such as a drastic reduction in Haste alongside escalating Frost damage over time.

As we are about to delve into our Conclave of Wind guide WoW Cataclysm, here is what you should know about this encounter:

  • Each djinn has their own Health Pool;
  • You need to deal with all three of them within one minute of each other;
  • AT LEAST one player must always remain on all three platforms.

Bosses feature an 8-minute enrage timer in 25-man Normal mode.

While there is always an opportunity to experiment, we recommend that you stick to the following Conclave of Wind raid composition:

  • 10-Man Mode: 2 Tanks, 3 Healers, 5 DPS;
  • 25-Man Mode: 3 Tanks, 6-7 Healers, 14-15 DPS.

Conclave of Wind Abilities

The following part of the guide describes all three djinn’s abilities, as well as describing the most interesting mechanics you are going to face off against within this encounter.

  • Anshal Abilities:
Soothing Winds Conjures a tranquil zone of gentle breezes (indicated by a green circle) around a random friendly target. This serene area continuously restores 20000 health per second to all allies within it. Any adversaries caught within this zone are rendered mute and subdued as long as they remain inside. This effect remains active for 30 seconds.
Toxic Spores Releases spores from the caster's form every second for a span of 5 seconds, infecting all foes within an 8-yard radius with a lethal toxin. This toxin inflicts 500 Nature damage per second for 5 seconds and can accumulate up to 25 stacks.
Nurture Summons a Ravenous Creeper in close proximity every second for a duration of 5 seconds. These Ravenous Creepers harbor Toxic Spores.
Zephyr (Only at full energy) Bestows a healing surge upon all allies within a 100-yard range, mending them for 25000 health per second. Furthermore, these beneficiaries also receive a 15% augmentation to their damage output for a duration of 15 seconds. This effect is cumulative.
  • Nezir Abilities:
Permafrost Channels a frigid blast of Frost towards Nezir's current target, inflicting 9500 to 10500 Frost damage per second in a cone-shaped area for 3 seconds. (On Heroic difficulty, the damage escalates to 14250 to 15750 Frost damage per second.)
Wind Chill Unleashes a frosty blast, dealing 4750 to 5250 Frost damage to all foes within a 100-yard radius. Additionally, it amplifies the vulnerability to Frost damage by 10% for 35 seconds, stacking with each successive hit.
Ice Patch Creates a chilling patch on the ground, causing 7125 to 7875 Frost damage per second to all enemies within a 20-yard radius. This effect slows their movement speed by 10%, with its intensity increasing with each stack. Lasts for 3 seconds. (On Heroic difficulty, the damage intensifies to 19000 to 21000 Frost damage per second.)
Sleet Storm (Only at full energy) Unleashes a torrential downpour of frost, dealing 28500 to 31500 Frost damage per second to all targets within a 100-yard radius. This damage is distributed among all affected targets and persists for 15 seconds.
  • Rohash Abilities:
Wind Blast Wind Blast - Slowly rotates around the platform, unleashing a barrage of wind in the direction it faces every second. Any adversaries within this zone suffer 9500 to 10500 Nature damage and are forcefully propelled back 200 yards. This effect persists for 10 seconds.
Slicing Gale Instead of engaging in melee combat, the boss unleashes a formidable gust of wind targeting a random enemy. This gust inflicts 11875 to 13125 Nature damage (on 10-man difficulty), and on Heroic difficulty, it augments the Nature damage received by the target by 5% for 30 seconds, with the effect accumulating. (On Normal 25-man difficulty, the damage escalates to 23750 to 26250 Nature damage, and on Heroic 25-man difficulty, it intensifies to 28500 to 31500 Nature damage.)
Tornado Conjures three swirling tornados nearby, each moving randomly around the area. These tornados inflict 38000 to 42000 Nature damage to any foes within a 10-yard radius upon contact, forcefully knocking them back.
Hurricane (Only at full energy) Generates a massive whirlwind, ensnaring all nearby enemies and lifting them into the air. Those ensnared suffer 2500 Nature damage per second for 15 seconds. Upon the effect's conclusion, the affected targets plummet to the ground, resulting in additional falling damage.

Conclave of Wind Guide – Tactics & Strategy

The encounter does not begin until one of the bosses is provoked by an attack. This grants the raid the freedom to move across platforms and make preparations without fear of unintentionally triggering combat.

The encounter unfolds through two distinct phases:

  • Recharge Phase: Initiated when boss energy levels are below 90%. The encounter starts in this phase. Throughout the recharge phase, the raid divides its focus between Rohash and Anshal, ensuring equal damage distribution by the DPS.
  • Full Energy Phase: Engaged when the bosses unleash their ultimate abilities: Zephyr, Sleet Storm, and Hurricane. In this phase, the majority of the raid focuses on Nezir, maximizing damage output to weaken him as much as possible.

The primary objective is to synchronize the demise of Rohash and Anshal as closely as possible while inflicting substantial damage on Nezir during full energy phases, ensuring he can be dispatched within the one-minute resurrection window. BLOG20

Recharge Phase

During the Recharge Phase, it is crucial to divide the DPS between Rohash and Anshal, while assigning only a tank and their respective healers to handle Nezir.

The Rohash group demands fewer DPS and healers and typically benefits from ranged DPS due to the summoning of Tornadoes. As Rohash lacks a hard-hitting melee attack, a tank is not necessary. Instead, he unleashes random casts at any target on the platform. Vigilance is required to evade the Tornadoes and Wind Blast, which possess the potential to propel individuals off the platform.

Similar to the Spout spell from The Lurker Below encounter in Serpentshrine Cavern, Wind Blast initiates from a random direction and moves clockwise for 10 seconds, posing a threat to those in its path. Consequently, all platform occupants must maneuver clockwise to evade the blast, as being struck will likely result in severe consequences.

The Anshal group necessitates a tank and slightly more healing compared to the Rohash group. Additionally, this group requires additional DPS due to the presence of adds and Anshal's healing ability. When Anshal summons Ravenous Creepers, it is imperative for the DPS to swiftly disperse them and eliminate them before the Toxic Spores accumulate to dangerous levels. An extra tank or DPS with high armor can aid in separating the Creepers. Players should steer clear of the healing circle created by Soothing Winds on the ground, as it not only heals the boss and Creepers but also pacifies any player within its radius.

The Nezir group operates with just a tank and healing support. During the recharge phase, it is imperative not to DPS Nezir. The tank must position the boss away from other players to mitigate excessive damage from Permafrost. Healers must promptly vacate any Ice Patches that manifest, ensuring they avoid standing on pathways leading to the platform.

As the encounter transitions to the full energy phase, players from other platforms will converge onto Nezir's platform, necessitating caution to avoid landing in ice patches. Wind Chill progressively stacks on the Nezir group, escalating damage throughout this phase.

To manage the accumulating Wind Chill debuff, the tank and tank healers for Anshal and Nezir will alternate positions every other recharge phase. This strategic rotation helps mitigate the impact of the debuff, ensuring the group's longevity in the encounter.

Full Energy Phase

Around the 80-energy mark, it is advisable for most of the raid to transition to the Nezir platform to confront Sleet Storm. It is crucial to note that bridges connecting platforms vanish at 90 energy, emphasizing the importance of allowing sufficient time for players to migrate to their new destinations.

The entirety of the Rohash group, with the exception of a single healer, must relocate to the Nezir platform at this stage. The designated healer remaining with Rohash must contend with Hurricane, a mechanic reminiscent of the Vortex ability in the Malygos encounter. Equipped with instant healing abilities, this healer must sustain themselves through the Hurricane and endure the moderate fall damage upon its conclusion.

Subsequently, the entire Anshal group, inclusive of the tank and tank healers, should transfer to the Nezir platform. Prior to migration, DPS must ensure the eradication of any lingering Creepers to prevent their healing during Zephyr.

The tank and tank healers stationed at Nezir's platform then shift to Anshal's platform to manage him through Zephyr.

Throughout the duration of Sleet Storm, the focus should be on depleting Nezir's health as much as possible. The raid will endure continuous damage from Sleet Storm during this phase. With adequate survivorship and evenly distributed damage, the burden of raid healing should remain manageable.

Upon the conclusion of Sleet Storm's channeling, DPS should revert to their previous platforms, Anshal or Rohash, and resume balanced damage distribution. The tank and tank healers for Nezir and Anshal maintain their exchanged positions, allowing ample time for the dissipation of the stacking Wind Chill debuff from the tank group that recently engaged Nezir.

Al’Akir

The Al'Akir encounter unfolds in three distinct phases. Initially, from 100% to 80% of the boss' health, followed by the second phase spanning from 80% to 25%, and culminating in the third and final phase once the boss's health diminishes to 25% until his demise.

Throughout the first two phases, Al'Akir confronts the raid on his platform. However, as the encounter progresses to the third phase, Al'Akir shatters the platform, granting the raid the ability to fly for the remainder of the battle.

In the initial phase, the raid grapples with movement and positioning challenges, where the slightest error can result in casualties and subsequently, a wipe. Transitioning into the second phase, the raid must effectively manage adds while maintaining a relentless DPS focus on Al'Akir due to the soft enrage mechanics present in this phase. As the encounter enters its final phase, the raid must once again rely on adept movement and swift reactions to secure victory against the boss.

As we delve deeper into our Al'Akir guide WoW Cataclysm, check out other details you need to know about this boss:

  • 10-Man Normal Health Pool – 24M;
  • 25-Man Normal Health Pool – 48.1M;
  • 10-Man Heroic Health Pool – 84M;
  • 25-Man Heroic Health Pool – 168M.

The boss features a 9-minute enrage timer. At this point, he will go Berserk and wipe your party.

We highly recommend that you stick to the following Magmaw boss raid composition:

  • 10-Man Normal Mode: 1 Tank, 3 Healers, 6 DPS;
  • 10-Man Heroic Mode: 1 Tank, 4 Healers, 5 DPS;
  • 25-Man Normal Mode: 2 Tanks, 7/8 Healers, 15/16 DPS;
  • 25-Man Heroic Mode: 2 Tanks, 7/8 Healers, 15/16 DPS.

Al'Akir Abilities

Since the entire encounter consists of the three separate stages, Al’Akir will use a different set of abilities during every phase. The following part of the article describes each of them going in a stage-to-stage order.

  • Phase 1:
Static Shock (Heroic Only) Al'Akir delivers a jolting shock to nearby adversaries, dealing 1000 Nature damage per second and interrupting any ongoing spellcasting. This effect endures for 5 seconds.
Wind Burst Unleashes a forceful burst of wind, inflicting 28275 to 31725 Nature damage to all foes and forcefully knocking them back. The cast duration is 5 seconds.
Lightning Strike Releases a formidable bolt of lightning, dealing 19000 to 21000 Nature damage in a cone-shaped area facing a random enemy every second for 30 seconds. This effect cascades to nearby enemies, inflicting the same damage to all affected targets.
Ice Storm Conjures a Blizzard swirling around the platform, leaving behind treacherous Ice Patches in its wake. Inflicts 15000 Frost damage every 0.5 seconds to all enemies within the radius of these ice patches. The effect persists as long as targets remain within the affected area.
Electrocute Channels a potent bolt of electricity into the caster's current target, progressively escalating Nature damage over time. This ability is exclusively activated when the caster cannot execute melee attacks on its target. The channeling ceases if the target returns to melee range.
Squall Line Erects a barrier of Tornadoes encircling Al'Akir's platform, featuring a conspicuous opening that players must maneuver towards, reminiscent of Sartharion's Flame Tsunamis. Contact with the Squall line results in 40,000 damage per second. On Heroic difficulty, two walls of Tornadoes materialize.
  • Phase 2:
Static Shock Al'Akir unleashes a shocking wave, zapping all nearby enemies with 1000 Nature damage per second while disrupting any ongoing spellcasting. This electrifying effect persists for 5 seconds.
Acid Rain Unleashes a corrosive deluge, afflicting all enemies with 500 Nature damage per second. This effect intensifies by 500 every 15 seconds until Al'Akir enters phase three.
Stormling Conjures a Stormling add with varying health pools (300,000/1M HP for 10/25-man raids) equipped with a nature damage aura. Slain Stormlings trigger Feedback towards Al'Akir, inflicting 2375 to 2625 Nature damage every second to all enemies within a 20-yard radius. On Heroic difficulty, this aura escalates the Nature damage received by enemies by 25% for 2 seconds, stacking.
Feedback Upon a Stormling's demise, Al'Akir is bombarded with a feedback effect, amplifying the damage he sustains by 10% per stack. This augmentation persists for 20 seconds.
Electrocute Initiates a relentless channeling of electricity into the caster's current target, inflicting escalating Nature damage over time. This ability is exclusively utilized when the caster cannot execute melee attacks on its target and terminates if the target returns to melee range.
Squall Line Erects a formidable barrier of Tornadoes encircling Al'Akir's platform, featuring a conspicuous opening through which players must navigate, akin to Sartharion's Flame Tsunamis. Contact with the Squall line results in a devastating 40,000 damage per second. On Heroic difficulty, two walls of Tornadoes manifest.
  • Phase 3:
Eye of the Storm Grants flight, skyrocketing movement speed by an astonishing 300%.
Wind Burst Unleashes a powerful surge of wind, dealing 38000 to 42000 Nature damage to all enemies and forcefully knocking them back.
Lightning (Heroic Only) Releases a relentless barrage of lightning bolts, dealing 28500 to 31500 Nature damage to random enemy targets. This onslaught persists continuously throughout phase 3.
Lightning Cloud Conjures ominous clouds at the altitude of a random enemy. After a brief 5-second countdown, these clouds erupt in lightning, unleashing a devastating 47500 to 52500 Nature damage per second to all enemies at the same altitude. This effect endures for 30 seconds.
Lightning Rod Designates a random target to emanate lightning to nearby allies after a 5-second delay, inflicting 4750 to 5250 Nature damage per second to all allies within a 20-yard horizontal radius and 5-yard vertical radius. This effect lingers for 5 seconds.

Al'Akir Guide – Tactics & Strategy

Similarly to the section above, we are going to split the following part of the article into the three separate pieces. We will start describing the tactics for Phase 1 and keep moving further to ensure you have a clear understanding of how to defeat Al’Akir. BLOG20

Phase 1

Lightning Strike emerges as the primary perilous mechanic during this phase. To mitigate healer range complications and prevent Lightning Strike from chaining to multiple players, the raid must disperse into groups of 2 (in 10-man) or 3 (in 25-man). Standing closely within their designated groups, players ensure that the damage remains manageable, either as a healable 40,000 or 60,000 hit.

It is imperative for players to position themselves within melee range for Wind Burst while evading the rotating Squall Lines. With Wind Burst operating on a predictable 30-second interval, players must synchronize their movements with its timer, particularly when transitioning to Squall Lines, as they will need to be in melee range to evade being knocked off the platform.

Tanks should not hesitate to step out of melee range to dodge Squall Line, as Al'Akir will opt to electrocute them instead of targeting other players with melee attacks. Lightning Strike poses a significantly graver threat in 25-player difficulty settings.

Phase 2

During Phase 2, it is essential for the raid to consolidate around the tank, maintaining proximity to ensure effective coordination. Despite this grouping strategy, vigilance is still required to evade Squall Lines. The central focus of this phase revolves around stacking the Feedback debuff on Al'Akir. With the duration of Feedback extended to 30 seconds from 20 seconds, and Al'Akir summoning a Stormling every 20 seconds, precise timing for kills is no longer necessary.

Instead, immediate attention should be directed towards dispatching Stormlings as swiftly as possible. As Al'Akir accumulates five or six Feedback stacks, it is advisable to activate Bloodlust/Heroism and redirect all DPS efforts towards Al'Akir. This concerted assault aims to transition into phase three before the accumulation of Acid Rain stacks reaches an unmanageable level, rendering it difficult to heal.

Phase 3

As the raid is hurled into the Eye of the Storm, any remaining Stormlings will persist, prompting the tank to swiftly taunt and control them while ensuring they remain out of melee range from the rest of the raid. A proven tactic involves the raid grouping together and ascending as high as possible. Subsequently, the raid will descend by 10 yards whenever lightning clouds materialize.

Players afflicted with the lightning rod debuff must move downward by 6 yards to avert causing harm to fellow raid members. Additionally, when propelled back by Wind Burst, it is crucial to swiftly return to the original position. Straying too far away (or too close) to Al'Akir risks being ensnared in the relentless storm, resulting in casualties. By executing this strategy efficiently, the raid should be capable of vanquishing Al'Akir before the available space dwindles.

Throne of the Four Winds Solo Guide

Doing Throne of the Four Winds solo presents a significant challenge due to encounter mechanics. The first boss encounter, the Conclave of Wind, features three djinns that require simultaneous engagement, necessitating a minimum of three players. Each djinn represents a distinct elemental challenge, and coordinated efforts are vital to overcome them.

While many raid encounters can be soloed by high-level players, the mechanics of this encounter make it impossible to tackle alone. Therefore, no Throne of the Four Winds solo guide can help you with this.

Solo players will find themselves unable to progress past this initial encounter, as overcoming the djinns' abilities demands multiple participants. As such, aspiring solo adventurers must seek companions or forego soloing this particular raid instance in favor of other challenges within the game.

Conclusion

In conclusion, navigating the Throne of the Four Winds raid in WoW Cataclysm Classic offers adventurers a thrilling and formidable challenge. From the treacherous winds of the Conclave of Wind to the daunting presence of Al'Akir, each encounter demands coordination, strategy, and mastery of mechanics.

Delving into this raid promises not only epic battles but also the chance to secure valuable loot and drops, including powerful gear and coveted rewards. However, to emerge triumphant, raiders must be prepared to face the elemental forces that guard this ancient domain.

By honing their skills, assembling capable allies, and delving deep into the mysteries of the winds, players can conquer the challenges that await within the Throne of the Four Winds and emerge victorious, their spoils richly deserved.

F.A.Q.

What level is Throne of the Four Winds?

The recommended level to tackle Throne of the Four Winds is 85, the maximum you can hit in WoW Cataclysm.

How do you get to Throne of the Four Winds in Сataclysm?

You need to make your path inside the Skywall, which is a floating area you can get to in the Southern Uldum. It is necessary to use a flying mount to get to the raid’s entrance.

How do I start Throne of the Four Winds?

Fly to the Southern Uldum and locate the Skywall, a barely seen floating area.

Where is Throne of the Four Winds raid?

You need to get to the Skywall, which is located in the Southern Uldum. To access the raid’s entrance, you will have to use a flying mount.

How many bosses are in Throne of the Four Winds?

  1. Conclave of Wind
  2. Al'Akir

Who is the first boss in Throne of the Four Winds?

The first encounter waiting for you within this raid is Conclave of Wind. It consists of the three djinns: Anshal, Nezir, and Rohash.

What mounts drop in Throne of the Four Winds?

Upon defeating Al'Akir, the final boss of the raid, you have a low drop chance to get Drake of the South Wind. The drop chance does not increase depending on what difficulty you are playing.

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