Trash
Everything in her room needs to be cleared, but guess what? We get to have some fun here! There are two mobs in each pack (the Squires) that need to be picked up and single target tanked, and then 6-8 other mobs (Apprentices or something) that you'll be AOE tanking =) They're easy pulls so long as your AOE gives you a couple seconds to get aggro, so enjoy.
Preparation
Everyone in the raid needs arcane resist gear. Minimum of around 150, though more is good; most of the damage you'll be taking is arcane damage. Arcane Protection potions/cauldrons don't hurt either.
Phase 1
Phase 1 is the hardest part of the encounter, and lasts from 100% to 20% (some people consider the two parts of phase 1 to be separate phases, but they kinda blur together so I group them as one). Solarian stands pretty much still and doesn't move much. She'll be spamming arcane missiles on random targets in the raid for most of the time she's up. Every once in a while she'll throw in a normal melee attack, so it's important to be sure that your tank is above other melees on the threat list. We deal with this just by spamming taunt, though due to the nature of Righteous Defense it doesn't work all that well. Sadly, Warrior and Druid tanks will probably take most of the glory here.
After 50 seconds or so, she does a teleport ability and disappears. Three beams of light will appear around the room. From each beam of light, four nonelite adds (Agents) will spawn. These need to be picked up and AOE tanked. There's two ways to do this. You can try and consecrate tank them all (aggro is a bit funny and they're spread out enough that you'll probably have trouble pulling off of healers) or you can have your Warriors and Druids use an AOE taunt rotation while you get ready for the next part. As soon as those spawn, three more beams of light will appear around the room. From one of these beams, Solarian will appear again. The other two will have Priests that spawn and need to be tanked. More importantly, they also cast pretty big heals that need to be interrupted. We usually have melee run off after one and mages/shaman interrupting the other from range. This is all stuff that has to be picked up on the fly, as there is no indication which beam will spawn what.
While all that's going on, she'll also be using two other abilities. One is a simple debuff ("Mark of Solarian") that reduces your arcane resistance by 15 per stack, up to 10 times, with a new stack added every 45 seconds.
The other ability is Wrath of the Astromancer. This is a very big part of the encounter. It's two debuffs in one. The first is a DoT that deals ~600 arcane damage every 2 seconds for 8 seconds. During that time you'll be glowing blue and sparkling, it's really easy to notice. As soon as the DoT wears off, you get a debuff applied that increases arcane damage you take by 50%, lasts 45 seconds, and stacks if you get hit with the DoT again. The DoT will also jump to the closest person to you as soon as it wears off, can't be outranged or avoided, and doesn't stop until she's dead. If someone dies or goes immune (DS/iceblock) while the DoT is on them, it jumps immediately. She'll generally seed one Wrath into the raid at the start of the fight, and then one more after each teleport.
So long as everyone is wearing Arcane resist gear, it's not too big of a deal to have 3-4 stacks of the Wrath debuff (the +arcane damage taken one); it can be healed through without too much issue. We deal with this through some careful positioning. All the ranged classes group up in the middle of her little platform (on the blue) and bounce the Wrath DoT back and forth to each other (being careful to move around a little every so often so they don't end up just sharing it with one other person). As soon as someone gets 4 debuffs, they make sure the DoT has jumped off of them and run to the outside of her platform (out of the blue), away from everyone else. Melees and tanks will have to stand wherever Solarian stands, so ranged also needs to be careful not to pass it to them, and if any melee gets the DoT they should run back into the ranged group until it jumps off of them.
Generally speaking, your goal should be to get her to phase 2 before there are 5 debuffs on the raid, or things will be pretty hectic and healers will start to get overwhelmed. It's worth noting that there's no real aggro concern for ranged DPS in this fight, so everyone should be blowing everything they can from the start to get her down quickly.
As soon as she hits 20% health, she switches into phase 2.
Phase 2
For reasons beyond my understanding, at this point she turns into a Voidwalker. She also turns into a giant pansy. She'll stop casting the Wrath of the Astromancer and Arcane Missiles at this point, and will need to be tanked. Periodically, she'll cast an AOE fear on some melees, so there should be multiple tanks ready to taunt if the MT gets feared. Existing Wraths will keep bouncing around, so keep up heals and make sure to get out of the blue if you have too many debuffs. Otherwise, the rest of the fight is really easy, so just hit her 'til she stops moving. Getting her to Phase 2 is an almost guaranteed kill.
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Me, LOL!




