High Astromancer Solarian is the most mechanically demanding of the three optional bosses in Tempest Keep. A former Blood Elf mage consumed by Void magic, she cycles between a casting phase, an add wave, and a final Voidwalker transformation — each with its own rhythm. Get the cycle down and this fight becomes very manageable. Skip a step and Wrath of the Astromancer stacks will end your raid quickly. 🔮
Encounter Overview
| Detail | Info |
|---|---|
| Boss Position | 2nd or 3rd (flexible order with Void Reaver) |
| Phases | 3 (Human casting phase, Add wave, Voidwalker transformation) |
| Damage Type | Arcane (Phase 1-2), Shadow (Phase 3) |
| Recommended Tanks | 1 main tank + 2 Arcane Resistance soakers |
| Key Loot | Tier 5 shoulder/chest tokens, caster gear |
🎯 Tip: Bring your Violet Badge if you have it — Arcane Resistance gear noticeably softens the damage from this fight, especially during the repeated Phase 1/2 cycles.
Phase 1: The Casting Phase
Solarian stands still at the center of the room and has no threat table during this phase — she attacks targets essentially at random, so positioning and burst damage matter more than tanking. This phase lasts roughly 50 seconds before transitioning into the add wave.
Phase 1 Abilities
- ⚡ Arcane Missiles — Channels three waves of Arcane damage onto a random target; not interruptible by normal means. Healers should track who’s being targeted and react quickly
- ⚡ Blinding Light — Hits the entire raid with moderate Arcane damage roughly every 45 seconds and applies a stack of Mark of Solarian
- ⚡ Mark of Solarian — Reduces Arcane Resistance by 15 per stack, up to 30 stacks, lasting 2 minutes — this is why Arcane Resistance gear loses value the longer the fight runs
- ⚡ Wrath of the Astromancer — Applies a DoT and a stacking debuff to a random player that increases their Arcane damage taken by 50% per stack; the debuff jumps to a nearby ally when it expires
Phase 1 Strategy
Since Solarian has no threat table here, your raid’s job is simple: stack damage and heal whoever gets targeted by Arcane Missiles. Have ranged DPS and healers group together loosely so it’s clear where the Wrath of the Astromancer carrier needs to move.
🎯 Pre-assign two Arcane soakers wearing resistance gear and stationed slightly away from the main raid group. When someone gets Wrath of the Astromancer, they should run toward the soakers so the debuff jumps to a geared target instead of bouncing around the raid. Pop Bloodlust/Heroism and burn cooldowns early — getting Solarian as low as possible before the first add wave makes the whole fight shorter.
Phase 2: The Add Wave
After roughly 50 seconds, Solarian teleports to the center of the room and vanishes, leaving three light portals behind. About 10 seconds later, a wave of non-elite Solarium Agents spawns from these portals, followed shortly by Solarian’s return alongside two Solarium Priests.
Phase 2 Abilities & Adds
- 🏹 Solarium Agents — Non-elite melee adds that spawn in waves; gather them quickly and AoE them down before the priests arrive
- 🏹 Solarium Priests — Cast Greater Heal on Solarian and themselves; these must be interrupted or stunned immediately, or they’ll undo your DPS progress
- 🏹 Solarium Menders / Star Scryers — Some pulls include additional healer or caster-type adds; prioritize anything that heals before pure damage adds
Phase 2 Strategy
Have the raid gather near the center of the room so a tank can pick up the Solarium Agents the moment they spawn. AoE damage clears the non-elite wave quickly — Mages, Warlocks, and AoE-capable classes shine here.
When the two Solarium Priests appear alongside Solarian’s return, melee and casters with interrupts should switch to them immediately. Stuns, interrupts, and silences all work — the priority is stopping their healing before it undoes your raid’s damage on Solarian. Once the priests and remaining agents are dead, the fight reverts to Phase 1 for another cycle. This repeats until Solarian reaches roughly 20% health.
✅/❌ Do: kill the healer-type adds first, every time. Don’t: let your DPS get tunnel-visioned on Solarium Agents while a priest casts Greater Heal uninterrupted.
Phase 3: The Voidwalker Transformation
At approximately 20% health, Solarian undergoes her final transformation into a massive Voidwalker. Her health resets, her armor increases dramatically, and her Arcane abilities are replaced entirely with Shadow damage. No more adds spawn once this phase begins — if your raid reaches this point, the fight is essentially won.
Phase 3 Abilities
- 🔥 Psychic Scream — Fears everyone within melee range, including the main tank. This cannot be dispelled, so Priests should keep Fear Ward active on the tank, and Shamans can drop Tremor Totem for the melee group
- 🔥 Void Bolt — A heavy Shadow damage bolt aimed at whoever holds threat; expect the tank to take significant damage here
Phase 3 Strategy
Solarian’s melee damage in this form is weak enough that almost any class can tank her safely — the real threat is Void Bolt damage on the tank and the disruption from Psychic Scream fearing your melee group. Keep healing cooldowns ready for the tank and make sure Fear Ward rotations are locked in before this phase starts. Once Solarian drops below 20% in Voidwalker form, the kill is all but guaranteed.
If your roster needs adjusting for this encounter, check our Best Classes & Comp guide — Priests and Shamans are especially valuable here for Fear Ward and Tremor Totem coverage.
📋 Quick Pre-Pull Checklist
- ✅ 2 Arcane Resistance soakers pre-assigned and positioned away from the raid
- ✅ Raid grouped loosely for easy Wrath of the Astromancer call-outs
- ✅ Interrupt/stun assignments ready for Solarium Priests in Phase 2
- ✅ Priests rotating Fear Ward on the main tank ahead of Phase 3
- ✅ Shaman Tremor Totem placed for melee before the Voidwalker transformation
Once Solarian is down, move on to whichever boss your raid hasn’t tackled yet — Al’ar or Void Reaver — before finishing the night with Kael’thas Sunstrider. For everything she can drop, see our Tempest Keep Loot Table & Tier 5 Guide.
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