4 Bosses • Isle of Quel'Danas • Kael'thas Sunstrider's opulent sanctum above the Sunwell Plateau. Returning dungeon featuring arcane energy, add management, Gravity Lapse, and a Phoenix that resurrects if you don't destroy the egg.
⚔ Trash Pull Notes
📶 Priority Targets
Sunseeker Netherbinder — casts Spellbind, silencing a random player for several seconds, and buffs nearby allies' arcane damage. Kill or CC first.
Felblood Initiate — fixates on a random player and self-destructs on contact. Kill before it reaches anyone; do not let it close distance.
Sunseeker Astromage — drops Flamestrike AoEs that persist on the floor. Kill fast to limit floor coverage.
Blood Knight Legionnaire — charges into the group. Tank pulls toward a wall so the charge path is controlled.
⚡ Must Kick
Scorch (Sunseeker Astromage) — stacking fire damage on the tank. Interrupt every cast.
Spellbind (Sunseeker Netherbinder) — silences a player for several seconds; interrupt to prevent losing a healer mid-pull.
Corrupt (Felblood Elf) — spreading shadow debuff that chains to nearby players if not dispelled.
Arcane Lightning (various arcane casters) — high-damage bolt with a fast cast time. Rotate kicks across DPS.
🔒 CC Targets
Sunseeker Netherbinders — Polymorph (humanoid). Highest CC priority in any pull that includes them.
Sunseeker Astromages — Polymorph, Hex. CC to prevent Flamestrike from covering the floor.
Corrupt debuff on players — healer Dispel Magic or Purify removes the spreading shadow effect before it chains.
Boss 1 of 4
Selin Fireheart
Selin empowers himself by absorbing Fel Crystals. The trick: only destroy crystals when he's channeling them — not before.
🛡 Tank
Rotate defensives for Drain Life — it drains your health while dealing heavy simultaneous damage.
After each Drain Life, Selin moves to absorb Fel Crystals — position him away from remaining crystals.
If he channels Energy Feedback (absorbing a crystal), interrupt where possible or use a defensive immediately.
Face Selin away from the raid — Mana Rage shadow blasts hit anyone in the frontal arc.
✚ Healer
Drain Life is actually your best healing window — top the tank while the cast drains HP steadily.
After crystal absorption, Selin's damage dramatically increases — cooldown ready before he re-engages.
Fel Explosions from destroyed crystals deal AoE raid damage — keep everyone spread.
Tank-focused fight — sustained direct heals on the tank throughout.
⚔ DPS
Only destroy Fel Crystals during Selin's Energy Feedback channel — early crystal kills are wasted and don't prevent empowerment.
All DPS pivot to crystals the instant Energy Feedback begins — destroy all of them immediately.
Kick: Mana Rage — the shadow blast volley hits the whole group for significant damage. Rotate all 3 DPS.
After all crystals are destroyed, Selin has no empowerment source — the fight ends quickly from this point.
Boss 2 of 4
Vexallus
Pure Energy adds must die before they reach Vexallus — each one that connects heals him. A DPS-prioritization fight.
🛡 Tank
Position Vexallus in the room's center — Pure Energy adds spawn from the edges and converge inward.
Stay in melee range to absorb Overload chain charges, reducing party-wide damage.
Face Vexallus away from the group — Chain Lightning leaps to nearby players.
When Pure Energy adds spawn, briefly chase them to maintain threat and keep them from reaching Vexallus.
✚ Healer
Chain Lightning is the primary healing check — spread the group to limit how many jumps it takes.
Damage escalates as the fight progresses (each absorbed Overload increases Vexallus's damage by 20%).
Save a major cooldown for sub-20% HP when Vexallus enters pure energy form and damage spikes.
Purge: any magical buff Vexallus gains from uncaptured Pure Energy adds — Mage (Spellsteal), Shaman (Purge), Evoker (Naturalize), or Warlock (Devour Magic) handle this.
⚔ DPS
Kill Pure Energy adds the instant they spawn — each one that reaches Vexallus heals him significantly.
AoE them down quickly — they cluster and are all susceptible to group AoE damage.
Spread to avoid Chain Lightning chains bouncing through clustered players.
At 20% HP: Vexallus shifts to pure energy form — save Heroism/Lust and major cooldowns for this burn window.
Boss 3 of 4
Priestess Delrissa
Delrissa comes with four random adds. Do not engage her until the adds are controlled. Strict CC and kill order or this fight becomes chaos.
🛡 Tank
CC all four adds before engaging Delrissa — use every CC your group has. You (the tank) hold Delrissa; the rest of the group handles add control.
Pre-pull CC is critical — Sap the rogue, Polymorph the mage, Hex or Freezing Trap the hunter, Imprison or Ring of Frost the warlock.
Watch for Blind from the rogue add — call it out immediately so a DPS can use a taunt as a temporary emergency cover.
Kill order determines success: Warlock → Mage → Rogue → Hunter → Delrissa last.
✚ Healer
Dispel priority: Polymorph (Mage add), Fear (Warlock add), Blind (Rogue add) — in that order.
Pre-position away from the rogue add — its abilities chain through nearby players.
Expect to be a primary CC target — communicate immediately when incapacitated.
Cooldowns when Delrissa activates her 30% HP self-heal — interrupt it and burst her down.
CC: keep all unkilled adds controlled — Polymorph (Mage), Hex (Shaman/Evoker), Freezing Trap (Hunter), Imprison (Demon Hunter), Repentance (Paladin), Ring of Frost (Mage). Chain them as they break.
Do not AoE carelessly — breaking CC on an untargeted add resets the kill order and usually wipes the group.
Kick: Delrissa's Flash Heal every cast — she undoes 20% HP of progress if it lands. All 3 DPS rotate this.
Boss 4 of 4 — Final
Kael'thas Sunstrider
Gravity Lapse lifts everyone. The Phoenix resurrects if you don't destroy the egg. Pyroblast one-shots players in the open. Stay behind pillars.
🛡 Tank
Kael'thas teleports frequently — taunt immediately each time he resets position.
Hide behind a pillar during Pyroblast cast — it one-shots anyone standing in the open.
Taunt the Phoenix add when it spawns and keep it occupied — at full energy it cleaves the entire group.
During Gravity Lapse (everyone floats), position above Kael's likely post-lapse landing.
✚ Healer
Gravity Lapse is the primary kill window — everyone floats and takes sustained arcane damage simultaneously.
Dispel Arcane Disruption immediately on any player — it stacks and rapidly kills without dispel.
Arcane Spheres float toward players during Gravity Lapse — you cannot avoid them on the ground, dodge while floating.
Save a cooldown for Phase 2 burn when Kael's damage amp stacks peak.
⚔ DPS
Most critical: when the Phoenix dies, immediately destroy the Egg before it hatches and resurrects the Phoenix.
Arcane Spheres during Gravity Lapse deal lethal damage on contact — dodge while airborne, not from the ground.
Kick: Fireball Volley — it deals significant AoE fire damage to the whole party. Rotate all 3 DPS. Purge: any arcane empowerment buffs that appear on Kael'thas between phases.
On high keys: assign one player permanently to Phoenix add duty the instant it spawns each time.