Ashenvale (14, 14), Zoram Strand ruin shaft; swim through the outer caves to the portal.
Checked for ForeverClassic Era habit: check in game
1
Ghamoo-ra
Level 25 elite · Center of the turtle island in the Pool of Ask'ar
Optional
Armored turtle with one attack of note, Trample. A slow tank-and-spank where armor cuts help melee and casters carry the damage.
Watch for
TrampleStay back
Hits every player close around him for normal melee damage plus a little extra.
Group plan
Tank
Face him away from the party and keep him still. His high armor makes the fight long, so build threat steadily and stack armor reduction early.
Healer
Stand at range, out of Trample. Heal the tank with efficient ranks and conserve mana, since his armor stretches the fight.
Damage
Melee stand behind him and expect Trample; everyone else stays out of reach. Spells ignore his armor, so casters carry this fight. Apply Sunder Armor or Expose Armor before melee commit.
Each class
Druid · your class
Tank in Bear Form and keep Faerie Fire on him. In Forever it is free in Bear with a 6-second cooldown and adds threat while it cuts his armor.
Hunter · your class
Keep Hunter's Mark on him and send your pet in after the tank. Scorpid Sting lowers his hit chance by 2% in Forever, which eases the tank's load.
Mage · your class
Your spells ignore his armor, so you lead damage here. Pace Frostbolt or Fireball for a long fight, watch threat, and stay at range out of Trample.
Paladin · your class
Tank with Righteous Fury and Seal of Fury. In Forever, Judgement keeps your Seal, so judge on cooldown. Healers: pace Holy Light ranks for a long fight.
Priest · your class
Heal from range with Renew and lower Heal ranks; the fight runs long. Shadow priests: Mind Blast and Shadow Word: Pain ignore his armor.
Rogue · your class
Put Expose Armor on early; in Forever it matches about five Sunder Armor stacks. Stay behind him and Feint if your threat climbs.
Shaman · your class
Drop Strength of Earth and Stoneskin Totems for the melee and tank. Flame Shock and Lightning Bolt from range ignore his armor.
Warlock · your class
Your damage ignores his armor, so keep Bane of Agony, Corruption and Immolate rolling. Curse of Weakness on him softens his hits on the tank.
Warrior · your class
Stack Sunder Armor; in Forever its threat scales with attack power. Thunder Clap now works in Defensive Stance, so keep it on him to slow his attacks.
Level 25 elite · Naga side cave through an underwater tunnel off Ghamoo-ra's pool
Optional
Naga caster with two guards. Stay out of her front for Forked Lightning, control one guard, and free anyone held by Frost Nova.
Watch for
Forked LightningNot in front
Nature damage to every player in a cone in front of her. The cast can be interrupted.
Frost NovaDispel magic
Deals Frost damage to nearby players and freezes them in place. Damage can break the freeze.
SlowDispel magic
Slows one player's movement and attack speed.
Group plan
Tank
Clear the cave first. Pick up Sarevess and the free guard, and face her away from the party for Forked Lightning. She moves around her cave, so watch for extra pulls.
Healer
Stand apart from everyone and out of her front. Dispel Frost Nova from the tank if you can, and expect Nature damage on anyone who stacks.
Damage
CC one guard with Polymorph, Sap or Freezing Trap, kill the other, then Sarevess. Stay out of her front, don't bunch up, and interrupt Forked Lightning.
Each class
Druid · your class
Hold one guard with Entangling Roots, which works indoors in Forever. Keep everyone out of its reach; a rooted mob still hits players next to it.
Hunter · your class
Freezing Trap one guard. In Forever traps work in combat at your feet, so drop it as the guard reaches you, then send your pet onto the other.
Mage · your class
Polymorph one guard before the pull. Use Counterspell on Forked Lightning, and Blink out if Frost Nova holds you in place.
Paladin · your class
Blessing of Freedom frees a player held by Frost Nova or slowed by Slow. Keep Hammer of Justice ready for a guard that slips off the tank.
Priest · your class
Dispel Magic the tank out of Frost Nova and clear Slow. Stay out of her front so Forked Lightning can't reach you, and Renew whoever it hits.
Rogue · your class
Sap one guard before the pull; in Forever Sap no longer breaks your Stealth. Kick Forked Lightning and keep Evasion ready if a guard turns on you.
Shaman · your class
Earth Shock interrupts Forked Lightning, so time it for her casts. Healers: stay out of her front and Lesser Healing Wave whoever the lightning hits.
Warlock · your class
If the group has no CC for a guard, send your Voidwalker to hold it off the healer. Keep Bane of Agony and Corruption on Sarevess and stay out of her front.
Warrior · your class
Shield Bash Forked Lightning. Hold Sarevess and the free guard with Thunder Clap and Demoralizing Shout, and keep her facing away from the group.
Level 26 elite · Shrine of Gelihast, the murloc chamber; altar behind him
Optional
Fast-hitting murloc lord in a crowded room. Clear and pull the murlocs back first, then fight him alone and break Net roots.
Watch for
NetTank
Roots a player in place for a short time. Blessing of Freedom removes it.
Group plan
Tank
Pull the murlocs back toward the corridor a few at a time so runners don't chain pull. Then pull Gelihast alone and hold threat firmly; he hits fast and can kill casters.
Healer
Heal the tank through his fast hits and keep your threat low. Watch for players netted near murlocs that are still loose.
Damage
Snare or stop fleeing murlocs before they bring friends. Let the tank build threat on Gelihast, then burn him. Touch the altar after for Blessing of Blackfathom.
Each class
Druid · your class
Root fleeing murlocs with Entangling Roots, which works indoors in Forever. In Bear Form, Bash a runner and Growl Gelihast back if he turns.
Hunter · your class
Concussive Shot runners before they reach other murlocs. Keep your pet close on the pull back so it doesn't drag in the next pack.
Mage · your class
Frostbolt or Frost Nova fleeing murlocs. Gelihast goes after casters, so let threat build and Blink away if he turns on you.
Paladin · your class
Cast Blessing of Freedom on whoever Net roots. Hammer of Justice stops a fleeing murloc, and Righteous Fury helps a paladin tank keep him off casters.
Priest · your class
Skip Psychic Scream in this room; fleeing murlocs pull more. Power Word: Shield the tank for his fast hits, and Fade if he turns on you.
Rogue · your class
Gouge or Kick a fleeing murloc to stop it. On Gelihast, let the tank build threat, then Feint, which drops twice the threat in Forever.
Shaman · your class
Drop Earthbind Totem where you pull murlocs back so runners slow down, and Frost Shock any that slip away. Stoneskin Totem softens his fast hits.
Warlock · your class
Hold Fear in this room; runners pull more murlocs. Put Curse of Weakness on Gelihast to dull his fast hits, and wait for tank threat before Drain Life.
Warrior · your class
Hamstring murlocs that run. If you hold Gelihast, Retaliation turns his fast attacks against him; a warrior with a two-hander can burst him down with it.
Level 28 elite · Underwater at the Fathom Stone below the Moonshrine Ruins
Optional
Water elemental summoned when a Horde player on Amongst the Ruins loots the Fathom Stone. A frost caster fought underwater.
Watch for
FrostboltInterrupt
Deals Frost damage to one player and slows their movement for a few seconds.
Frost NovaDispel magic
Deals Frost damage to nearby players and holds them in place.
Group plan
Tank
Get breath buffs first, then have the quest holder loot the Fathom Stone with everyone in place. Pick him up at once and hold him close so healers stay in range.
Healer
Stay in range underwater and watch breath bars. Dispel Frost Nova from anyone low on breath so they can swim.
Damage
Interrupt Frostbolt and kill him fast to save breath. His Strange Water Globe starts the Horde quest Baron Aquanis.
Each class
Druid · your class
Swim down in Aquatic Form, then shift to heal or into Bear Form to tank. Your breath bar starts once you leave Aquatic Form.
Hunter · your class
Ask for Unending Breath or Water Breathing before the summon. Keep your pet on him and Mend Pet if Frostbolt or Frost Nova wears it down.
Mage · your class
Counterspell Frostbolt. Frost Ward absorbs his Frost damage, and Blink frees you from Frost Nova if you need air.
Paladin · your class
Blessing of Freedom frees a player held by Frost Nova or slowed by Frostbolt. Healers: Flash of Light keeps casts short while breath runs down.
Priest · your class
Dispel Magic anyone held by Frost Nova, starting with whoever is low on breath. Power Word: Shield and Renew let you heal while you move.
Rogue · your class
Kick his Frostbolt; the school lockout also keeps his Frost Nova down for a few seconds. Stay behind him and watch your breath bar.
Shaman · your class
Cast Water Breathing on the group before the summon. Drop Frost Resistance Totem for his Frost damage and Earth Shock to stop Frostbolt.
Warlock · your class
Cast Unending Breath on the party before the summon. Keep Bane of Agony and Corruption on him; Curse of Tongues slows his Frostbolt.
Warrior · your class
Shield Bash Frostbolt; the Frost lockout delays his Frost Nova too. Hold him close to the group so healers stay in range.
Level 26 elite · Forgotten Pool, a deep underwater cave below the Moonshrine Ruins
Optional
Underwater threshadon that drains health to heal itself. The real fight is your breath, so bring breathing help and burn him fast.
Watch for
Leech PulseBurst
Drains health from all nearby players and heals him with it.
Group plan
Tank
Cast breath buffs first; his cave has no opening to the surface. Grab him fast and hold him still. If breath runs short, kite him out toward open water.
Healer
Heal through Leech Pulse on everyone near him and watch breath bars. Keep the tank up; time underwater is the main danger.
Damage
Burn hard so his self-heal can't keep up; a small or weak group may not out-damage it. Stand back from him if your role allows.
Each class
Druid · your class
Swim in with Aquatic Form, then shift out to fight; you lose its breathing when you leave it. Rejuvenation and Regrowth cover Leech Pulse.
Hunter · your class
Stand back so Leech Pulse, which drains nearby players, misses you. Keep Serpent Sting and your pet on him for steady damage.
Mage · your class
Stay at range so Leech Pulse misses you. Frostbolt slows him if the group kites him out of his cave.
Paladin · your class
Hold him with Consecration and Seal of Fury; in Forever every paladin trains Consecration at 20. Keep Lay on Hands for a tank who sinks low.
Priest · your class
Shield and Renew the melee before the pull; Leech Pulse drains everyone near him. Devouring Plague, baseline at 20 in Forever, adds burst.
Rogue · your class
Open with Cheap Shot and keep Slice and Dice up to burn him before breath runs out. Leech Pulse drains melee, so watch your health.
Shaman · your class
Cast Water Breathing on the group; his cave has no surface. Healing Stream Totem helps the melee through Leech Pulse.
Warlock · your class
Cast Unending Breath on everyone before you dive. Drain Life heals you through Leech Pulse while it adds damage.
Warrior · your class
Build threat fast with Sunder Armor and Revenge. If breath runs short, back him out toward open water rather than stay in his cave.
Level 27 elite · Moonshrine Sanctum, at the statue in the Twilight's Hammer temple
Twilight caster who puts players near him to sleep and Mind Blasts. Clear his room first, keep healers out of Sleep range, and dispel it.
Watch for
SleepDispel magic
Puts players near him to sleep for several seconds. Damage wakes a sleeping player.
Mind BlastInterrupt
Deals Shadow damage to one player.
Group plan
Tank
Pull his room's mobs first, using the entrance wall to break line of sight; he stays in a trance until attacked. Then pull him, and taunt him back the moment Sleep ends.
Healer
Stand well out of his melee range so Sleep can't reach you, and dispel a slept tank. Have an off-healer ready in case you get caught.
Damage
Interrupt Mind Blast. If the tank sleeps, he turns to the next on threat, so ranged be ready to hold him briefly. After he dies, light the braziers one at a time.
Each class
Druid · your class
Growl him back when Sleep ends, then Faerie Fire in Bear Form, which adds threat in Forever. Keep Rebirth ready in case the healer dies.
Hunter · your class
Stay at range, out of Sleep. If the tank sleeps and he turns to you, Disengage sheds threat in Forever; it is not a leap.
Mage · your class
Counterspell Mind Blast. Stay at range so Sleep misses you; if he comes to you while the tank sleeps, Frost Nova him and step back.
Paladin · your class
Tank with Seal of Fury: in Forever its Judgement taunts, so judge him back the instant Sleep ends. Concentration Aura helps healers finish casts.
Priest · your class
Dispel Magic the slept tank first, then a slept healer. Stand out of his melee range, and Power Word: Shield the tank before Mind Blast lands.
Rogue · your class
Kick Mind Blast. You stand in Sleep range, so Feint early; if he turns on you while the tank sleeps, Evasion or Vanish buys time for the taunt.
Shaman · your class
Drop Tremor Totem near the melee; it removes Sleep from party members in range. Earth Shock interrupts Mind Blast.
Warlock · your class
Curse of Tongues lengthens his casts, and in Forever it sits beside your Bane of Agony. Hold Searing Pain while the tank sleeps.
Warrior · your class
Shield Bash Mind Blast. When Sleep ends, Taunt at once, then Sunder Armor to rebuild. Mocking Blow is your backup if Taunt is on cooldown.
Level 28 elite · Aku'mai's Lair, behind the door the four braziers open
Hydra with heavy melee that spikes during Frenzied Rage, plus a Poison Cloud on players near it. Light the braziers one at a time to reach it.
Watch for
Frenzied RageHeal through
Raises its attack speed by 75% for 5 seconds; damage on the tank spikes.
Poison CloudCure poison
Poisons players near it for Nature damage every 5 seconds for 45 seconds.
Group plan
Tank
Face it away from the party, keep melee behind, and keep it away from healers and ranged so Poison Cloud only reaches melee. Save Shield Wall or other cooldowns for Frenzied Rage.
Healer
Focus the tank; it can fall from full health fast during Frenzied Rage. Stand back out of Poison Cloud's reach, cure its poison on the tank and melee, and keep a Soulstone on a healer.
Damage
Melee stay behind it; ranged stand back out of Poison Cloud's reach. Keep threat well below the tank; a few hits can kill a cloth wearer. Save stuns for Frenzied Rage.
Each class
Druid · your class
Bear tanks: keep Demoralizing Roar up. Healers: Rejuvenation the tank ahead of Frenzied Rage, and Abolish Poison clears Poison Cloud from the tank and melee.
Hunter · your class
Scorpid Sting lowers its hit chance by 2% in Forever, which eases the tank's load. Stand back out of Poison Cloud's reach and Mend Pet if it poisons your pet.
Mage · your class
Stand back out of Poison Cloud's reach. If it turns on you, Ice Block (16 Frost points in Forever) or Blink buys time for the tank to taunt it back.
Paladin · your class
Save Hammer of Justice for Frenzied Rage. Purify clears Poison Cloud, and Salvation on damage dealers, separate from blessings in Forever, holds threat on the tank.
Priest · your class
Power Word: Shield the tank before Frenzied Rage and keep Renew rolling. Stand back out of Poison Cloud's reach, and Fade if you draw its attention.
Rogue · your class
Stay behind it. Feint drops twice the threat in Forever; use it on cooldown so a run of crits doesn't pull it, and keep Vanish for emergencies.
Shaman · your class
Drop Poison Cleansing Totem near the melee to clear Poison Cloud, and Stoneskin Totem for the tank. Healers: Lesser Healing Wave through Frenzied Rage.
Warlock · your class
Soulstone a healer before the pull. Curse of Weakness dulls its hits and sits beside Bane of Agony in Forever. Let the tank build threat first.
Warrior · your class
Use Shield Wall, a 15-minute cooldown in Forever, or Shield Block for Frenzied Rage. Keep Demoralizing Shout and Thunder Clap up, and face it away from the group.