Throne of the Four Winds
The Throne of the Four Winds is large palace, floating in the sky over the ocean. The entrance is on a balcony on the tallest tower. It is among the highest locations in Azeroth and a flying mount is required to reach it.
There are only two encounters in this instance and neither of them are difficult. The only fight than can be a little troublesome is the first fight and only if you aren’t prepared for it.
I would only recommend this raid if you have already cleared the better options and have some spare time or are trying to get the mount that Al’Akir drops.
Throne of the Four Winds (25H) Summary
- Alliance Travel Time: ~15 minutes
- Horde Travel Time: ~10 minutes
- Estimated Clear Time: ~5 minutes
- Approximate Gold: ~410g
- Overall Difficulty: Very Easy
BOTH: Take a portal to Stowmwind/Orgimmar. Take the portal from your Stormwind/Orgrimmar to Uldum, then fly southwest towards the raid.
ALLIANCE: Take a portal to Dalaran. Then take the portal to the Caverns of Time that is located in the Violet Citadel. Fly southwest and take the flight path from Bootlegger Outpost to Schnott’z Landing, then fly southeast towards the raid. The Throne of the Four Winds is large palace, floating in the sky over the ocean. The entrance is on a balcony on the tallest tower.
HORDE: Take a portal to Thunderbluff. Take the flight path to Schnott’z Landing, then fly southeast towards the raid. The Throne of the Four Winds is large palace, floating in the sky over the ocean. The entrance is on a balcony on the tallest tower.
The Conclave of Wind
Difficulty : Very Easy
Whenever one member of the Conclave is killed it will begin to draw strength from the remaining elemental, or elementals if both are alive. It takes a 60 seconds in order for it to do this. If it completes the spell it will resurrect with X% of it’s health restored.
At level 100 it should be a simple task to simply kill the first, move to the next platform and kill the second, then move to the final platform and kill the third. They have no other abilities worth noting. The loot is dropped by Nezir, the one of the northern platform.
Difficulty : Very Easy
Al’Akir will create a line of tornadoes that slowly move around him in a circle. If you are caught in the tornado you will take a small amount of damage and be unable to take any action for about 5 seconds.
It is also important that any class with cast time spells stay out of melee reach. His melee attack will interrupt spells and may make the fight more difficult that it needs to be.
Al’Akir will transition to phase 2 at 80% of his health. Functionally it is no different from phase 1. He will occasionally spawn an add that is very easy to kill and increases the damage you take from the boss by 25% for a mere 2 seconds. Nothing to worry about.
Al’Akir will transition to phase 3 at 25% of his health. He will shatter the platform and you will effectively be swimming through the air. He will no longer use the tornadoes that he used in phases 1 and 2, nor will he interrupt spells if you are within melee range. He uses a few more abilities but overall should not be a problem to defeat.
The loot will be obtained from a blue crystal that will appear above where the central platform once was.
Notable Loot: Al’Akir has a 1% chance of dropping a mount, Drake of the South Wind. This mount drops in 10 or 25, Normal or Heroic.
Beast Mastery Hunter Glyphs / Talents
Item Level: 672
Frost Mage Glyphs / Talents
Item Level: 685