While technically the first boss of Tempest Keep, Al'ar is by far the most difficult T5 encounter aside from the two (former) gatekeepers (Vashj and Kael'thas). Many guilds will, quite sensibly, save him until they have downed 5/6 SSC plus Void Reaver and Solarian in TK - the lessons learned in those battles help make Al'ar's learning curve bearable. While ostensively a GTFO encounter, Al'ar is actually a test of a guild's tanks; all four tanks need to be quick on their feet, situationally aware, and communicate well.
Preparation
You will want to wear your best mitigation gear for this fight, as there is the potential to suffer a tonne of damage. Do not, under any circumstances, be misled into thinking that fire resistance gear is required - it's not - if you wear it, you'll be gimping yourself.
For consumables, your battle elixir should be an Elixir of Major Agility, however your guardian elixir will depend on the job you have been assigned in phase two. If you are an Al'ar tank, quaff an Elixir of Major Fortitude to give you a bit more of a buffer. On the other hand, if you are an add tank (and you follow the strategy I outline below) then drink an Earthen Elixir instead.... you'll be taking a lot of tiny hits, and the damage reduction will add up in a massive way. Your food of choice, as always, should be a Warp Burger.
Special note: If you are on add duty, ensure that your do not have Thorns for phase one - the last thing you want to do is kill any of your targets before phase two. Also, a warlock's Soulstone is highly beneficial, for reasons that will become clear.
Phase One
Phase one of the encounter consists of Al'ar moving between four platforms in a predictable fashion. The platforms are usually designated with the numbers one through four - Que Sera Sera calls the western-most platform "one". Al'ar always move from one to two to three to four, and then back to one where the cycle repeats. After moving from one platform to another he will spawn an Ember of Al'ar, which must be picked up by a tank. Any time he moves from platform one or four he has a chance to fly into the middle of the room, where he will launch a Flame Quill attack that devastates anyone foolish enough to be standing on the platforms or ramps. After the Flame Quill Al'ar will randomly choose platform one or four to return to, and the cycle starts all over again.
During this phase three tanks will cover the upper platforms and tank Al'ar, while the fourth will deal with the embers that spawn.
Platform Tanking in Phase One
If you are on platform duty, simply pick up your assigned platform, and wait for the big bird to come to you. When combat starts hit Enrage, since the rage that you gain will not decay. Make sure that you are close to the edge, because if Al'ar does not feel that he is being tanked (and he is a finicky bird) he will start casting Flame Buffet, which quickly wipes the raid. Also, the closer to the edge you are, the more chance that you will be in line of sight of your healer. Always a good thing.
As Al'ar draws near, hit him with a Faerie Fire, queue up a Maul, and let rip with a Demoralizing Roar. Just tank him as you would any other boss, keeping your debuffs up, and after half a minute he will move away. Now make your way to then next open platform, keeping in mind that platforms one and four must always have a tank for recovering from Flame Quill.
When Al'ar quills - usually after the fifth transition - jump off your platform, shifting into cat form as you fall to minimize the damage you take. If you were on platform one or four, shift back into bear form and get ready to run up the ramp after the quill has gone off. If he's coming your way, re-target the bird, and Feral Charge into melee as soon as you are within range to do so. Make sure to adjust your positioning for line of sight, and resume tanking as normal. Continue like this until the Phoenix god dies... and prepare for phase two.
Ember Tanking in Phase One
If you have been assigned to handling the embers of Al'ar in phase one, then your job is much more fun. Every time Al'ar transitions to a new platform an Ember will spawn - if he was on platforms one or two the ember will (usually) come down the west ramp, while embers that spawn at platforms three and four move to the east ramp.
It is your job to pick each new ember up, and get it nearly - but not quite - dead. The reason for not killing them is simple: when an Ember of Al'ar dies, Al'ar suffers damage equal to 3% of his starting health - phase two is by far the more difficult of the two in this encounter, thus saving the embers and only killing them in phase two will shorten the fight.
The easiest way to grab a freshly spawned ember is to target it, stand at the bottom of the ramp it will come down, and queue up a Maul. As the mob gets in melee range, nail it with a Mangle and then proceed to tank it as usual. If an ember gets away, take note of who it is targeting and do not Feral Charge until it is close to them - otherwise you may end up stranded far away from the ember if it changes targets and bolts off in a different direction.
As stated, your goal is to reduce each ember's health to as little as possible; melee DPS will help you with this - our rogues cut off their damage at 15% - but the most delicate part of whittling down the Embers is up to you - aim for 3% health or less on each using Mangles, Mauls, and normal melee attacks. It may be advisable to avoid Lacerate while tanking embers due to the bleed effect - but if you're careful it doesn't matter.
By the end of phase one you should have between five and seven Embers of Al'ar beating on you - continually shift targets to keep them all alive while Al'ar resurrects, or stop auto-attacking all together if they are all too fragile to risk another hit.
Phase Two
Phase two starts with a bang. As soon as Al'ar is reborn, everyone should clear the area around the add tank, and the raid leader should call for massive AOE on the pile of embers. Depending on how even the health of the adds are, the add tank may be blown aside when the first one dies (and thus live), or may be ripped apart as the entire stack detonates at once. If you are the tank, try to keep one of the embers at 1% and the rest around 3% - but always try to get a Soulstone just in case.
Like phase one, there are two different tanking roles in phase two: actually tanking Al'ar, and manging the Embers of Al'ar that spawn every time the big bird uses his Dive Bomb ability (30 second cooldown). Two tanks should be assigned to each job.
Boss Tanking in Phase Two
If you are assigned to tank Al'ar (an assignment best left to protection Warriors in my opinion) then you need to be extremely aware of both your surroundings and the abilities that the boss uses. First and foremost, Al'ar always needs to have a tank on him or (like in phase one) he will start casting Flame Buffet which will wipe the raid in seconds. Use Feral Charge to engage him when he is reborn, and then every time he reappears after dive bombing the raid.
Once in melee with Al'ar, tank more or less as normal, but keep your eyes peeled for the Melt Armor debuff being applied to your tanking partner. The second you see the debuff hit the other tank, mash Growl and taunt the bird off of him. If Growl is resisted, blow your Challenging Roar, and then Growl again as soon as the cooldown is up. Not even the best tank can survive with their armor reduced by 80%, so speed is crucial.
The other thing to watch out for is the Flame Patches that spawn on random raid members - they do massive damage, so run out if you find yourself in one. If you notice one or more flame patches too close to Al'ar, you will want to reposition the boss so that the melee group is not at risk. Further, listen for general calls to move to a completely different area of the room if things get too hot for the ranged DPS and healers.
Ember Tanking in Phase Two
Feral Druids and Protection Paladins excel at tanking the Embers of Al'ar during phase two of the encounter. Our ability to quickly pick up and hold a large number of targets makes us ideal add tanks.
Two embers spawn immediately following Al'ar's Dive Bomb attack (every 30s) and will usually aggro on a healer. Prior to a dive bomb, the add tanks should spread out in order to give both a decent chance to be close to the (random) spawn point. When you see the ground blacken, head in that direction but keep your distance - if you get too close you will be blown across the room as Al'ar respawns, which will make it difficult to grab the incoming embers.
Target an Ember, queue up a Maul, and paint it with a Faerie Fire as you run towards it. If you are first to reach the embers (the usually head in the same direction), then start Swiping to aggro both of them. Back towards a wall, and continue to build aggro.
If your tanking partner acquires both of the Embers before you arrive, then randomly Growl one of them off, and make your way to the opposite side of the room, avoiding any flame patches on your way.
As the fight progresses, keep the embers dived equally between yourself and your tanking partner, and work at whittling one of your adds down in case it's needed to get a little bit of extra damage on Al'ar.
The more embers you have, the more difficult it is to pick up freshly spawned adds. You will frequently get stunned by your entourage as you run towards the new addition, and Swipe will be less effective at holding all of them as the target pool becomes too large. If DPS is on their game, then Al'ar should die between four and six dive bombs - any more and the damage the add tanks are sustaining will begin to overwhelm the healers.
Conclusion
Al'ar is a great test for a guild's tanks - all of them have to be quick on their toes, and extremely aware of their surroundings. It's also one hell of a fun fight, not to mention a visual feast. After a bit of practice you should be able to fill any of the possible roles, although as a feral Druid you will be best utilized in an ember tanking capacity.









