TBC Classic Anniversary — Tier 5

Tempest Keep
The Eye — Complete Guide

Post-nerf tuning · All trash packs · All bosses · Tank / Heal / DPS

Sourced from Jurdi's TK Cheat Sheet

Contents

Trash Packs

Pre-Al'ar Trash
Astromancers, Bloodwarder Vindicators, Legionnaires, Star Scryers, Tempest Falconers & Phoenix Hawks
Humanoid Fire Arcane
MobKey Abilities
AstromancerMolten Armor · Blast Wave · Firebolt Volley — kill first
Bloodwarder Vindicator ×2Hammer of Justice (stun) · Dispel Magic · Flash of Light
Bloodwarder Legionnaire ×2Whirlwind — sheepable
Star ScryerDomination · Arcane Blast · Starfall — sheepable, spam re-sheep
Bloodwarder MarshallWhirlwind — one tank pulls away from the pack
Bloodwarder Squire ×2Stuns & Heals — second tank grabs both
Tempest FalconerAutoshot · Fire Shield — LOS pull in previous hallway
Phoenix Hawk HatchlingWing Buffet · Silence — tank corner to negate Buffet, Paladin tank ideal
Phoenix HawkDive · Mana Burn — stack in corner, one ranged stands outside to eat Dive
If your DPS is low, pull the first pack in the entrance hallway — a patrolling 3-pack will aggro inside the room if you can't kill fast enough.
Pack 1 — Astromancer + Vindicators + Legionnaires + Star Scryer
  • Kill Astromancer first. Spam Sheep Star Scryer — Vindicators will Dispel it constantly, keep re-applying.
  • Can Sheep one Legionnaire too if needed. Tanks split the remaining mobs.
  • Dispel Hammer of Justice off tanks immediately and repeatedly — it will happen constantly.
  • Melee move out of all Whirlwinds.
Pack 2 — Marshall + Squires
  • One tank pulls Marshall away from the rest. Tank can run out of his Whirlwind — he doesn't move while channeling.
  • Second tank grabs both Squires to prevent their heals.
Pack 3 — Tempest Falconers + Phoenix Hawk Hatchlings
  • LOS pull into the previous hallway. Tank tucks into the corner to grab all mobs and negate Wing Buffet — Paladin tank is best for this.
  • Second tank ensures no mobs escape. Casters position out of Silence range.
  • Falconers sometimes shoot through walls — second tank picks up aggro and pulls them far back if this happens.
Pack 4 — Phoenix Hawks
  • Stack the group in a corner. One ranged stands outside the stack specifically to eat the Dive — prevents it from hitting everyone.
  • Use Hunter Misdirect-pulls near Al'ar to avoid accidentally engaging the boss.

🛡 Tank
  • Dispel Hammer of Justice off yourself and co-tanks constantly — Vindicators stun without warning
  • Pack 2: solo pull Marshall away and run him out of Whirlwind (he stands still while channeling)
  • Hatchling pack: Paladin tank corners the pack to negate Wing Buffet via LoS — most effective setup
  • Falconers shooting through walls: second tank immediately picks up and pulls them far back
💚 Healer
  • Dispel Hammer of Justice off tanks as fast as possible — stunned tanks take unmitigated hits
  • Firebolt Volley from Astromancers spikes raid-wide damage quickly — top up between volleys
  • Hatchling Silence shuts down healer casts — stay behind the LoS corner or at max range
  • Phoenix Hawk Mana Burn drains healers fast — keep mana potions ready on these packs
⚔ DPS
  • Kill Astromancer first on every pull — Blast Wave and Firebolt Volley do serious damage
  • Spam Sheep Star Scryer and re-apply immediately after Vindicators Dispel it
  • Melee: step out of all Whirlwinds from Marshall and Legionnaires
  • Phoenix Hawks: designated ranged eats the Dive outside the stack — don't scatter the whole group
  • Use Misdirects for Phoenix Hawk pulls to avoid accidentally tagging Al'ar
Pre-Void Reaver Trash
Crystalcore Devastators, Sentinels, Mechanics & Tempest Smiths
Mechanical Arcane
MobKey Abilities
Crystalcore DevastatorCountercharge (Arcane dmg on autos + Silences casters in melee) · Knockback — tank against a wall
Crystalcore SentinelCharged Arcane Explosion (AoE all melee) · Trample (physical AoE all melee) · Overcharge (14–15K Arcane on tank — Spell Reflectable)
Crystalcore MechanicSawblade (bleed on random targets) · Recharge (heals nearby Sentinels) — Banish these
Tempest SmithFragmentation Bomb (armor debuff) · Shell Shock (AoE fire + stun) · Power Up (buffs Sentinels) · Golem Repair (heals Sentinels) — Stun or Sheep
Crystalcore Sentinels hit extremely hard and can one-shot tanks. Stamina gear and absorb cooldowns required. Overcharge is 14–15K arcane — Spell Reflect it. Focus one Sentinel at a time. If only one Sentinel remains, the free tank must immediately taunt off the tank who just received Overcharge.
Kill order: Banish all Mechanics → Stun/Sheep Smiths → kill Sentinels → kill Mechanics → kill Smiths.

🛡 Tank
  • Tank Devastators against a wall — Countercharge Knockback launches them into other packs
  • Pop every absorb and defensive cooldown for Sentinel pulls — they can one-shot
  • Warriors: Spell Reflect Overcharge immediately — negates the entire 14–15K hit
  • When only 1 Sentinel remains, free tank immediately taunts off the Overcharge target
💚 Healer
  • Assign your strongest throughput healers to Sentinel tanks — damage is severe and spiky
  • Charged Arcane Explosion and Trample both hit all melee at the same time — burst AoE healing needed
  • Communicate with tanks on Overcharge timing so you can pre-cast a big heal
⚔ DPS
  • Warlocks Banish all Mechanics first — Recharge heals Sentinels and dramatically extends dangerous pulls
  • Mages CC Tempest Smiths — Power Up and Golem Repair both support Sentinels
  • Focus one Sentinel to death before switching — splitting DPS prolongs the most dangerous mob
  • Melee: Trample and Arcane Explosion both hurt hard simultaneously — use personal defensives
Pre-Solarian Trash
Astromancer Lords, Legionnaires, Sentinels, Squires, Scryers & Nether Scryers
Humanoid Mechanical Arcane
MobKey Abilities
Astromancer LordFire Shield
Bloodwarder Legionnaire ×2Whirlwind
Crystalcore Sentinel ×2Charged Arcane Explosion · Trample · Overcharge (14–15K) — same as pre-Void Reaver
Bloodwarder Squire ×2Flash of Light — kill to prevent heals
Apprentice Star Scryer / Novice Astromancer ×8Fireball — very easy; Paladin tank grabs all
Nether ScryerMind Control — MCs 4–5 players at a time. Pull back to previous room. Mass Dispel removes MC.
Standard packs: allow threat establishment then nuke down — very easy. Paladin tank grabs all Scryers and Astromancers; second tank takes Squires. For the Nether Scryer: pull back into the previous room, kill him immediately. He MCs 4–5 people at once. Mass Dispel removes it (unconfirmed at time of writing — internet suggests this works).

🛡 Tank
  • Paladin tank grabs the Scryer and Astromancer cluster with Consecration
  • Second tank picks up Squires to stop their Flash of Light heals
  • Nether Scryer: pull back to previous room before engaging — do not fight in the corridor
  • Sentinel packs: same protocol as pre-Void Reaver — absorbs, Spell Reflect, free tank taunts on Overcharge
💚 Healer
  • If you get MCed by Nether Scryer you will heal enemies — everyone must nuke him as priority one
  • Have a Priest ready to Mass Dispel if MC lands on the raid
  • Sentinel Overcharge watch — same heavy healing protocol as pre-Void Reaver
⚔ DPS
  • Nether Scryer: nuke him immediately — 4–5 simultaneous MCs makes DPS lethal to the raid
  • Squires: kill before they can sustain other mobs with Flash of Light
  • Legionnaire Whirlwinds: melee move out, same as pre-Al'ar
  • Astromancer/Scryer pack: very relaxed — just let the Paladin grab aggro first
Pre-Kael'thas Trash
Crimson Hand Battle Mages, Blood Knights, Centurions, Inquisitors & Bloodwarder Marshalls
Humanoid Arcane
MobKey Abilities
Crimson Hand Battle Mage ×2Frost Attack · Blizzard · Cone of Cold · Frostbolt Volley — kill first
Crimson Hand Blood Knight ×2Renew · Flash of Light · Hammer of Justice — interrupt heals
Crimson Hand Centurion ×2Arcane Flurry — CANNOT be stunned or interrupted. Only Sheep stops it. Will wipe the raid.
Crimson Hand InquisitorMind Flay only — immune to CC. Kill after Centurions are Sheeped.
Bloodwarder MarshallWhirlwind — one tank drags out separately
Centurion Arcane Flurry will wipe your raid. It cannot be stunned or interrupted by any ability except Polymorph. Mages must open with Sheep on Centurions or maintain a spam-sheep rotation for the entire pull. Pull the first pack back to avoid the patrol pack.
Pack 1 — Battle Mages + Blood Knights + Centurions
  • Open with Sheep on Centurions immediately. Kill Battle Mages first, then Centurions (while Sheeped), then Blood Knights.
  • Dispel Hammer of Justice off tanks the instant it lands.
  • Pull back to avoid the patrol pack aggroing mid-fight.
Pack 2 — Inquisitor + Centurions ×2
  • Sheep both Centurions immediately. Inquisitor is immune to CC but only casts Mind Flay.
  • Kill Inquisitor first, then kill both Centurions with Sheep rotation maintained throughout.
Pack 3 — Blood Knight + Inquisitor + Centurion + Marshall
  • Kill order: Inquisitor → Blood Knight → Centurion → Marshall.
  • One tank drags Marshall out for his Whirlwind. Other tank holds the remaining three.
  • Sheep the Centurion immediately on pull.

🛡 Tank
  • Split tanks across Battle Mages and Centurion groups — nothing free-casts
  • Marshall packs: drag him away immediately for Whirlwind — he stands still while channeling
  • Dispel Hammer of Justice off yourself constantly — Blood Knights stun without warning
  • Face Battle Mages away from the raid — Cone of Cold hits everyone behind them
💚 Healer
  • Dispel Hammer of Justice off tanks immediately every time — stunned tanks take full unmitigated damage
  • Interrupt Blood Knight heals — Renew and Flash of Light keep mobs alive far too long
  • Frostbolt Volley from Battle Mages hits the whole raid — AoE heal after each volley
⚔ DPS
  • Mages: Sheep Centurions before anything else — Arcane Flurry is a raid wipe and only Polymorph stops it
  • Pack 1 kill order: Battle Mages → Centurions (Sheep maintained) → Blood Knights
  • Inquisitor packs: Sheep both Centurions, nuke Inquisitor, then kill Centurions with Sheep rotation
  • Interrupt Blood Knight heals at all times

Boss Encounters

🔥 Al'ar
2 Phases — Platform Phase and Center Phase. 2–3 tanks (3 recommended Week 1). Tauntable.
Flame Buffet Flame Quills Phoenix Adds Ember Blast / Rebirth Dive Bomb (P2) Flame Patch (P2) Melt Armor — taunt swap (P2)
Phase 1 — Platform Phase (100–0%)
  • Flame Buffet — deals damage whenever no one is in melee range. Always keep a tank on him.
  • Flame Quills — Al'ar flies to the center and AoEs anyone on the platforms. Everyone jumps to the center floor to avoid it.
  • Phoenix Adds — spawn at the bottom each time Al'ar moves. Tank 3 picks them up. Kill all adds before Phase 2 starts.
  • Ember Blast / Rebirth — Al'ar explodes when killed in P1 and is reborn at 100%, beginning Phase 2.
  • Post-nerf: Al'ar always moves left to right — no more random platform jumping.
Setup: 1 tank bottom, 2 tanks top. Tank at platform edges so healers don't get LoS'd. The top tank without aggro moves early to the next platform to be ready for the taunt. On Flame Quills everyone jumps to center. After Quills, Al'ar goes to the next platform OR back to platform 1 — have 2 tanks ready to move to each spot. Ranged DPS kill Phoenix adds 1 by 1 during Quills or between P1 and P2. Never kill all adds at once — it will overwhelm Tank 3.
Phase 2 — Center Phase
  • Dive Bomb — targets a random player with fire damage on landing, plus splash to anyone nearby. Spawns 2 Phoenixes after each cast.
  • Flame Patch — fire on a section of the floor; increases fire damage taken. Move out immediately.
  • Charge / Flame Buffet — charges a random target for fire damage.
  • Melt Armor — 80% armor reduction on the threat leader. Tank 1 holds until Melt Armor, then Tank 2 taunts. Melt Armor tank helps bring adds to Tank 3.
Tank 3 holds all adds against the wall. Kill 1–2 adds while Al'ar is airborne during Dive Bomb. Ranged and healers spread to avoid stacking Flame Patch and Dive Bomb splash. 2-tank option: A Warrior or Bear charges in to prevent Flame Buffet stacks while Tank 2 stays on adds at the bottom. First Melt Armor lands ~5 sec after the first Dive Bomb. A Prot Paladin can Bubble off Melt Armor and hold for one more cycle — easier add transitions. Recommend 3 tanks for Week 1.

🛡 Tank
  • P1: 1 tank bottom on adds, 2 tanks top. Non-aggro top tank pre-moves to the next platform every time
  • Always tank at the platform edge — healers lose LoS if you're in the center
  • Tank 3: pick up all Phoenix adds at the bottom against a wall; let ranged kill them 1 by 1
  • On Flame Quills: jump to center. Post-nerf Al'ar goes left to right — both top tanks ready to move
  • P2: Taunt swap immediately on Melt Armor. Melt Armor tank helps herd adds to Tank 3
  • Prot Paladin option: Bubble off Melt Armor and hold for one more cycle to ease add transitions
💚 Healer
  • Maintain LoS on platform tanks at all times — position at platform edges during P1
  • Jump to center on Flame Quills with everyone — re-spread immediately after
  • P2: Spread to avoid Flame Patch stacking fire damage taken and Dive Bomb splash
  • Tank 3 takes sustained add damage — keep them topped throughout
  • Melt Armor reduces tank mitigation to near zero — cooldown ready for that taunt swap window
⚔ DPS
  • P1: Ranged assigned to Phoenix adds — kill them 1 by 1, never all at once
  • Kill all remaining adds before P2 begins — adds during P2 are a serious problem
  • Jump to center on Flame Quills; floor players rotate with the melee group up top
  • P2: Spread to avoid Flame Patch fire stacks and Dive Bomb splash damage
  • Burn 1–2 adds during Dive Bomb airtime; don't abandon boss DPS unless Tank 3 is dying
🌀 Void Reaver
1 Phase. Immune to Taunt. Knockback is the core threat management mechanic.
Arcane Orb — silence on hit Pounding — 3s physical AoE Knockback — reduces threat on target
Mechanics
  • Arcane Orb — targets a random player not in melee range with a large arcane bomb. Silences for 6 seconds if hit. Very slow-moving; easy to dodge by sidestepping.
  • Pounding — 3 seconds of physical AoE to everyone in range. Unavoidable for melee.
  • Knockback — knocks back the highest-threat target and reduces their threat. Boss is immune to taunt — threat swaps are managed entirely with Misdirects.
On pull, stack the entire group and move together as one unit — anyone delayed outside melee range becomes an Orb target and the Orb hits everyone in the stack. Assign 2–3 Hunters to the edge of the melee circle specifically to bait all Orbs. Use Misdirects on the off-tank (2nd on threat) before every Knockback. Second tank stays behind the boss to avoid parries.
Bear tank option: Bears can dodge Knockbacks entirely — solo tanking is viable. However if the Bear does get knocked back, the boss moves and risks Orbing melee. 2-tank setup with OT always 2nd on threat keeps the boss stationary and is the safer option.

🛡 Tank
  • Immune to taunt — all aggro management is via Misdirects and threat positioning
  • Main tank holds center. Off-tank stays 2nd on threat at all times, positioned behind the boss
  • Misdirect rotation: alternate Misdirects onto the OT (2nd threat) to prevent the boss ever moving
  • Bear option: pre-Knockback Misdirects prevent threat loss, but if knocked back the boss moves
💚 Healer
  • Pounding is sustained physical AoE — raid-wide healing needed during the 3-second channel
  • Stay clearly in melee range or clearly in the bait zone — don't be on the fringe where Orbs target
  • Arcane Orb silence on a healer = 6 seconds of no casts — other healers must cover instantly
⚔ DPS
  • Stack on pull and move as one group — a straggler outside melee range causes Orb to hit everyone
  • 2–3 Hunters position on the circle edge to bait all Arcane Orbs away from the raid
  • Orbs are very slow — baiters simply sidestep to dodge them
  • Misdirects on the OT (2nd threat) before every Knockback to prevent boss movement
High Astromancer Solarian
2 Phases — Human Phase (100–20%) and Voidwalker Phase (20–0%). One of the easiest T5 bosses.
Wrath of the Astromancer — bomb Blinding Light — unavoidable AoE Arcane Missiles — random targets Solarium Portals — adds every 50s Psychic Scream (P2)
Phase 1 — Human Phase (100–20%)
  • Wrath of the Astromancer — Baron Geddon-style bomb. Move out of the raid immediately if you get it. It will kill everyone it hits if you don't.
  • Blinding Light — unavoidable raid-wide Arcane damage. Just heal through it.
  • Arcane Missiles — channels on random raid members continuously (like Shade of Aran). Cannot be interrupted. Target of Target helps healers react quickly.
  • Solarium Portals (every 50 sec) — portals spawn adds that die almost instantly. After the initial adds die, 3 portals appear: 1 has Solarian, 2 have Priest adds. Both tanks pick up the Priest adds; Mages Counterspell their casts to pull them toward the boss.
Tanks do not tank until the add phase and the last 20% — Solarian channels Arcane Missiles the entire time before P2. At the 50-second mark, group up so initial adds cluster for the Paladin tank. Before P2 starts, use all Misdirects on whoever is tanking the boss — she has no tank from normal aggro generation.
Phase 2 — Voidwalker Phase (20–0%)
  • Psychic Scream — AoE Fear. Drop Tremor Totems before the transition.
  • Arcane Bolt — single-target Arcane hit on the tank.
  • Kill the boss. That's genuinely all this phase is.
This fight is exceptionally easy. Move out with the bomb. Group up for portal phases. Everything else is just standing there healing through Arcane Missiles and Blinding Light until 20%.

🛡 Tank
  • No tanking needed until the portal add phase at 50 seconds, and then at 20% for P2
  • Paladin tank grabs all initial portal adds with Consecration — let them cluster first
  • Both tanks pick up the 2 Priest adds from the final portal set
  • Take all Misdirects before the P2 transition — Solarian has no normal threat table yet
  • P2: hold Solarian through Psychic Scream; Tremor Totems prevent tank fears
💚 Healer
  • Use Target of Target to quickly find who Arcane Missiles is hitting and react
  • Blinding Light is unavoidable — pre-HoT the raid regularly during P1
  • If a healer gets the bomb, they stop casting for several seconds — others cover immediately
  • P2: drop Tremor Totems for Psychic Scream before the transition
⚔ DPS
  • If you get Wrath of the Astromancer — immediately run away from everyone. It kills all it hits.
  • Group up at the 50-second portal timer mark so initial adds cluster for the Paladin tank
  • Mages: Counterspell the 2 Priest adds from the final portals to pull them toward the boss
  • Dump all Misdirects onto the main tank right before the P2 transition
👑 Kael'thas Sunstrider
5 Phases — Advisors, Weapons, All Advisors, Kael'thas, True Power. TK's final and most complex encounter.
Fireball — interrupt (P4/5) Flamestrike (P4/5) Summon Phoenix (P4/5) Shock Barrier + Pyroblast Mind Control — break with dagger Gravity Lapse (P5) Netherbeam (P5) Nether Vapor (P5)
Phase 1 — Advisors
Thaladred the Darkener
  • Fixate · Knockback · Silence
  • Kite to the very bottom of the room before killing — no melee
Lord Sanguinar
  • Thrash · Bellowing Roar (fear)
  • Fear wards and Tremor Totems near the boss
  • Take to the left side of the room
Grand Astromancer Capernian
  • Fireball · Arcane Burst · Conflaguration
  • Warlock tanks her (remove Salv first) — everyone stays 30+ yards away
  • Drag south-east; assign a dedicated healer to the warlock tank
Master Engineer Telonicus
  • Bomb · Remote Toy
  • Tank against the wall with Sanguinar
  • Stops meleeing to throw bombs — watch threat carefully
Phase 2 — Weapons
  • Stack all weapons in the center near KT. One tank drags the Axe out to prevent raid-wide Whirlwind. A Hunter pulls the Bow away to prevent Multishot.
  • All weapons can be interrupted and stunned — use stuns liberally. Kick the Staff and Mace constantly to prevent AoE damage and healing. Careful of the Shield's melee damage reflect.
  • Loot your assigned weapon after they die.
Staff
All Casters & Feral — use the on-use ASAP to negate disorient/stun/silence mechanics in later phases
Bow
Hunters
Warp Slicer
Melee
Devastation
Arms Warriors & Ret Paladins
Cosmic Infuser
Healers
Infinity Blade
Hunters, Enh Shaman, Warriors, Rogues — anyone who can equip this should. Used to break MCs in P3 & P4. Weapon skill must be 350.
Phase 3 — All Advisors Rezzed
  • All four advisors return simultaneously. Post-nerf their health is dramatically reduced.
  • Ranged focus Thaladred then Capernian. Melee focus Sanguinar and Telonicus.
  • Watch for Capernian Conflaguration hitting mass players — assigned healer stays on the Warlock tank.
Phase 4 — Kael'thas (100–50%)
  • Fireball — hits the tank for ~10K. Must be interrupted on cooldown.
  • Flamestrike — fire AoE on a specific location. Move out immediately.
  • Summon Phoenix — spawns a Phoenix. Second tank picks it up. Kill the Phoenix, then kill the egg before it re-hatches.
  • Shock Barrier + Pyroblast — every minute KT shields himself for 10 seconds. DPS the shield down immediately. While it's active he casts Pyroblast in the final 4 seconds. Break the shield before it completes or have the legendary shield absorb the Pyroblast.
  • Mind Control — multiple raid members MCed simultaneously. Broken by hitting them with the Infinity Blade legendary dagger.
Rogues, Shamans, Hunters, and Warriors should grab the Infinity Blade dagger to break MCs in Phases 3 and 4. Weapon skill must be at 350. Ranged: stay within 30 yards of the melee group — required for the Staff's on-use effect to reach you.
Phase 5 — Kael'thas's True Power (50–0%)
  • All Phase 4 mechanics continue, hitting harder. Three new additions:
  • Gravity Lapse — entire raid lifts into the air and can fly for 30 seconds.
  • Netherbeam — during Gravity Lapse, Arcane beams deal damage and chain to nearby players. Spread out while flying.
  • Nether Vapor — during Gravity Lapse, black clouds apply a stacking debuff reducing total HP. Fly away from them the moment they appear.
During Gravity Lapse: spread apart to prevent Netherbeam chains. Actively fly away from any Nether Vapor cloud — the HP reduction stacks rapidly and will kill you if you linger. When the 30 seconds end, land and immediately resume your P4 assignments.

🛡 Tank
  • P1: Tanks on Sanguinar and Telonicus (wall together). Warlock tanks Capernian — actual tanks stay 30+ yards from her
  • Thaladred is kited to the bottom by ranged — no tank engages him
  • P2: One tank drags Axe out of raid. Hunter pulls Bow away. Hold anything that breaks free
  • P4/P5: Main tank on Kael'thas. Second tank picks up Phoenix adds — kill Phoenix, then immediately kill the egg
  • Use the legendary shield on-use to absorb Pyroblast if the Shock Barrier doesn't die in time
  • Dump all Misdirects onto the main tank before P4 starts — Kael'thas hasn't been tanked yet
💚 Healer
  • P1: Assign a dedicated healer to the Warlock tanking Capernian — Conflaguration hits very hard
  • Fear wards and Tremor Totems on yourself and tanks for Sanguinar's Bellowing Roar
  • P4/P5: Heavy sustained healing on the main tank — Fireball hits for ~10K and is the tank's primary damage source
  • MCed players take damage from the dagger break — top them after MCs are dispelled
  • P5 Gravity Lapse: spread while flying, flee Nether Vapor clouds — HP reduction stacks quickly
⚔ DPS
  • P1: Ranged kite Thaladred to the bottom — no melee. Everyone stays 30+ yards from Capernian
  • P2: Interrupt and stun all weapons. Kick Staff and Mace on cooldown. Don't stand in front of the Shield
  • P3: Ranged → Thaladred → Capernian. Melee → Sanguinar → Telonicus
  • P4: Interrupt Fireball on cooldown. Burst Shock Barrier down every cycle. Kill Phoenix then egg immediately
  • Infinity Blade holders: watch raid frames for MCed players and break them instantly
  • P5 Gravity Lapse: spread to avoid Netherbeam chains. Fly away from Nether Vapor black clouds immediately — they stack and reduce your total HP cap