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Skyreach

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.
  • Arcane Bolt (Arakkoa Dustscribe) — fast-cast high-damage arcane bolt. Rotate all 3 DPS kicks.
  • 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.