4 Bosses • Spires of Arak • The arakkoa's sky fortress. Features pillar-based Four Winds avoidance, Solar Construct add management, and Lens Flare interrupt checks on the final boss — one of the highest interrupt-demand finales in the pool.
⚔ Trash Pull Notes
📶 Priority Targets
Arakkoa Windcaller — Wind Shear silences the entire party. Kill or interrupt before anything else; a silenced healer ends the pull.
Arakkoa Dustscribe — Arcane Bolt Volley hits all players. Kill immediately after the Windcaller or in parallel.
Solar Familiar — small construct that empowers the nearest Windcaller. Kill the Familiar before the Windcaller when both are present.
Skyreach Talon Guard — charge-stuns the tank and switches targets. Tank re-establishes immediately; DPS stun to cancel the charge if possible.
⚡ Must Kick
Wind Shear (Arakkoa Windcaller) — silences all players simultaneously. This is the dungeon's most dangerous trash ability on high keys.
Call of the Sun (Arakkoa High Sage) — empowers all nearby arakkoa. Interrupt before the buff applies to the pack.
Solar Blast (Skyreach Solarflare) — ignites the floor under players. Interrupt to prevent persistent fire patches.
🔒 CC Targets
Arakkoa Windcallers — Polymorph (humanoid). Highest CC priority. CC before the pull when facing two Windcallers.
Arakkoa Dustscribes — Polymorph, Hex. CC when pulling packs that contain both a Windcaller and a Dustscribe.
Arakkoa Bladetalons — Polymorph, Hex, Imprison (DH). CC to prevent back-to-back charge-stuns on the tank.
Skyreach Talon Guards — Imprison, Ring of Frost (Mage), Freezing Trap (Hunter).
🔮 Purge / Soothe
Call of the Sun buff on arakkoa allies — Spellsteal (Mage) is strongest here (steal the damage amp). Purge (Shaman), Devour Magic (Warlock), or Naturalize (Evoker) also work.
Solar Enrage (any arakkoa empowered by Solar Familiar) — Soothe (Druid) or Naturalize (Evoker) removes the enrage before the tank spikes.
Boss 1 of 4
Ranjit
Ranjit is not a traditional tank fight. He flies and periodically lands. Four Winds spinning blade rings kill anyone not behind a pillar. Know your pillar before the pull.
🛡 Tank
When Ranjit lands, immediately pull him behind the nearest pillar to break Four Winds line-of-sight.
When airborne, hide behind a pillar and stay still — the blade rings clear pillar zones.
Only taunt when Ranjit is grounded — taunting while airborne causes unpredictable movement.
Do not move the boss away from pillar cover during Four Winds — even a few feet of exposure is fatal.
✚ Healer
Four Winds blade rings are the primary kill condition — stay behind pillars and do not heal from exposed positions.
Sky Piercer deals targeted AoE on a random player — top them as the cast animation begins.
During aerial phases there is reduced tank damage — use this time to top the group off.
Cooldowns for Phase 2 when Ranjit's blade patterns overlap with any raid damage abilities.
⚔ DPS
Know your assigned pillar before the pull — reacting in the moment during Four Winds is too slow.
Kick: Sky Piercer when Ranjit is grounded — airborne casts cannot be interrupted. All 3 DPS rotate; only attempt kicks during grounded phases.
Destroy Disruption Crystals when they spawn — they grant Ranjit a damage-absorbing shield.
Save cooldowns for grounded phases — Ranjit takes significantly reduced damage while airborne.
Boss 2 of 4
Araknath
Solar Flare stacks increase fire damage taken on the tank. Kill Solar Construct adds before they reach Araknath — each one heals him. Haywire is the primary wipe condition if uninterrupted.
🛡 Tank
Solar Flare stacks amplify fire damage taken — use defensives at 3 stacks minimum on high keys.
Face Araknath toward an empty wall area — Solarflare pools persist and fill the room over time.
When Solar Constructs spawn, briefly grab aggro on them to prevent them from pathing to Araknath.
Solar Flare stacks on you with no swap in M+ — use a defensive at 3 stacks and have the healer ready to burst-heal. Brief disengagement lets stacks drop if pressure becomes unmanageable.
✚ Healer
Haywire is the primary cooldown dump — the whole group takes simultaneous burst fire damage.
Kill Solar Constructs in designated areas to control where explosion AoE hits.
Sustained fire ticks from Solarflare pools require constant raid throughput — no real downtime.
Dispel Primal Fury if applicable — the enrage effect can spread in some variants of the fight.
⚔ DPS
Kick: Haywire every cast — uninterrupted, it deals platform-wide fire AoE and applies an enrage buff. Rotate all 3 DPS. Soothe: if the enrage buff lands, Druid (Soothe) or Evoker (Naturalize) must remove it immediately.
Solar Constructs are your priority add — kill them before they reach Araknath and heal him.
Spread slightly to avoid Solar Construct explosion chains clipping through clustered players.
Araknath's Empowered phase: his defenses drop significantly — use your major damage cooldowns here.
Boss 3 of 4
Rukhran
A giant eagle with Skyreach Disciple adds and periodic dive-bomb charges. Position at platform edges to collect adds predictably.
🛡 Tank
Position Rukhran at the edge of the platform — eagle adds collected at edges are easier to group.
Face away from the raid for Screech — it targets highest threat (usually tank) and cones the frontal arc.
When Rukhran takes flight and summons Skyreach Disciples, quickly regroup to intercept eagle dives.
No traditional taunt swap needed — focus on controlling Disciple positioning near platform edges.
✚ Healer
Dispatch Feathers deal moderate pierce damage on random players — steady throughput required.
Sacred Blade channels deal periodic healing checks — pre-cast before the channel animation completes.
Eagle adds can briefly fixate on healers — communicate when you are being dive-bombed.
Cooldowns for Phase 2 when Rukhran activates Holy Avenger and begins repeated charging sequences.
⚔ DPS
Kill Skyreach Disciples and eagle adds quickly — they don't have much HP but deal consistent AoE to the group.
Kick: Sacred Blade Volley — it deals sustained holy damage to all players plus applies a movement slow. Rotate across all 3 DPS.
Dodge Rukhran's dive-bomb attacks — a visible shadow telegraphs the landing location before impact.
Use platform edges to force eagle adds into predictable dive paths that DPS can intercept cleanly.
Boss 4 of 4 — Final
High Sage Viryx
Lens Flare blinds multiple players simultaneously and is the primary wipe condition. Assign 3 interrupters on strict rotation before the pull. Skyreach Initiates must die within 8 seconds of spawn or they permanently empower Viryx.
🛡 Tank
Viryx casts more than she melees — interrupt rotation is more valuable than tank positioning here.
Lens Flare blinds multiple players including potentially you — use AoE taunt during the blind window to maintain threat.
Watch for Viryx's Lens Flare pre-indicator — use it to pre-emptively reposition before the cast resolves.
Defensives for Solar Storm phase when Viryx channels solar energy — physical damage spikes.
✚ Healer
Lens Flare blinds multiple players at once, possibly including you — announce immediately when blinded.
Burst window after each Lens Flare: several players need simultaneous topping — cooldown ready.
Solar Beam sweeps the platform — move the group toward the designated safe zone during Wind Phase.
Cooldowns for Final Phase when Viryx reaches full Sky Power and activates Skyreach Ascendance.
⚔ DPS
Kick: Lens Flare every cast — it blinds multiple players and is the primary wipe condition. All 3 DPS are on interrupt rotation; this is the one fight where every DPS spec must have their kick ready at all times.
Set the interrupt rotation (DPS 1 → DPS 2 → DPS 3) before the pull — Lens Flare has a fast cast time with zero forgiveness on high keys.
Kill Skyreach Initiates within 8 seconds of spawn — they permanently empower Viryx if not killed in time.
Use Heroism/Lust during Viryx's empowered vulnerable state — she takes amplified damage in this window.