Fire elemental outside the portal and the kill for Disharmony of Flame; pull it clear of quarry packs and heal through Fire Nova.
Group plan TankPull him away from the quarry packs and hold him there. Fire Nova hits everyone close to him, so keep your health high.
HealerStand at range, outside Fire Nova. Heal the tank and any melee caught in the fire.
DamageRanged attack from outside Fire Nova; melee step out when low. The kill counts for Disharmony of Flame from Thunderheart in Kargath.
Each class Druid · your class Tank in Bear Form; Forever makes Faerie Fire free in form and adds threat. Resto druids keep Rejuvenation on melee in Fire Nova.
Hunter · your class Send your pet in after the tank and keep Mend Pet ready; Fire Nova burns pets too. Shoot from outside its reach.
Mage · your class Cast Fire Ward (20) before the pull; it absorbs Fire damage from Fire Nova and Fire Blast.
Paladin · your class Run Fire Resistance Aura (36) for Fire Nova. Tanks: Seal of Fury makes Judgement taunt in Forever, so take him back fast.
Priest · your class Keep Renew on the tank and any melee in Fire Nova. Power Word: Shield covers a Fire Blast spike.
Rogue · your class Attack from behind and step out when your health drops; Fire Nova hits all melee. Feint keeps threat on the tank.
Shaman · your class Drop Fire Resistance Totem (28) by the melee for Fire Nova and Healing Stream Totem for the tank.
Warlock · your class Keep your pet back until the tank has him; Fire Nova hits pets. Curse of the Elements covers every school in Forever.
Warrior · your class Hold him with Shield Block and Demoralizing Shout. Forever lets Thunder Clap work in Defensive Stance for extra threat.
Earth elemental patrol with shocks and a short area stun; keep healers and ranged at max range and tank him on his path.
Watch for Earth Shock Stay backNature damage that interrupts the target's spellcasting for 2 sec.
Flame Shock Heal throughFire damage, then more Fire damage every 3 sec for 12 sec.
Ground Tremor Stay backStuns everyone near him for 2 sec.
Group plan TankPick him up on his patrol path, away from prison packs. Ground Tremor stuns you too, so build threat early and keep it.
HealerHeal from max range so Earth Shock and Ground Tremor can't cut your casts. Keep the tank topped through Flame Shock ticks.
DamageRanged stay at max range. Melee accept the short Ground Tremor stuns and keep attacking.
Each class Druid · your class Bear tanks use Faerie Fire, free in form and adding threat in Forever. Resto druids heal from max range, past Ground Tremor.
Hunter · your class Hunter's Mark him and shoot from past Ground Tremor range. If he turns on you, Feign Death (30) hands him back to the tank.
Mage · your class Cast from max range so Earth Shock can't lock out your spells. Blink away if he reaches you.
Paladin · your class Run Fire Resistance Aura (36) against Flame Shock. Healers stand back; Concentration Aura (22) protects casts from pushback.
Priest · your class Heal from max range. Power Word: Shield the tank to cover Flame Shock ticks, and keep Renew rolling through the stuns.
Rogue · your class Put Expose Armor on him; in Forever it equals about five Sunder Armor stacks. Feint if you pull ahead of the tank.
Shaman · your class Drop Fire Resistance Totem (28) for Flame Shock and Stoneskin Totem for the tank. Heal from max range, out of Earth Shock.
Warlock · your class Stay at max range and let Bane of Agony and Corruption tick. Keep your pet out of melee, where Ground Tremor stuns it.
Warrior · your class Tank in Defensive Stance with Shield Block. Ground Tremor stuns you for 2 sec, so open with Sunder Armor and Revenge.
Kennel master with Pummel and Bloodlust; clear his hound packs first, then tank him alone.
Watch for Bloodlust PurgeRaises his attack speed by 30% for 30 sec.
Demoralizing Shout TankLowers the melee attack power of players near him.
Pummel Stay backMelee hit that interrupts the target's spellcasting for 5 sec.
Group plan TankClear the two hound packs first, then pull him alone. Keep a defensive cooldown for Bloodlust.
HealerStand out of melee so Pummel can't lock your heals. Expect faster tank damage while Bloodlust is up.
DamageKill the hounds before engaging him. Casters stay at range, out of Pummel reach.
Each class Druid · your class Hibernate (18) a hound if a pack joins the pull; they are beasts. Bear tanks keep Demoralizing Roar on him.
Hunter · your class Freezing Trap (20) or Scare Beast holds a loose hound. Forever traps work in combat at your feet.
Mage · your class Polymorph a loose hound. Stay out of melee so Pummel never locks your casting.
Paladin · your class Blessing of Protection saves a caster the hounds catch. Tanks hold hounds with Consecration, trained by every paladin in Forever.
Priest · your class Shield the tank when Bloodlust starts. Heal from range so Pummel can't interrupt you.
Rogue · your class Kidney Shot (30) him while Bloodlust is up to buy the tank a few seconds. Feint before you burst.
Shaman · your class Purge (12) strips his Bloodlust, a Magic buff. Earthbind Totem slows a hound pack running at the healer.
Warlock · your class Fear a loose hound or let your Voidwalker hold it. Curse of Weakness on Grebmar trims his melee during Bloodlust.
Warrior · your class Tank in Defensive Stance; your Demoralizing Shout matches his. Shield Block his hits and keep Shield Wall for Bloodlust.
Shadow priest who fears, burns mana and casts Shadow Word: Pain; interrupt Mana Burn, fight her in a cleared hall and loot the Prison Cell Key.
Watch for Mana Burn Interrupt3 sec cast that burns a player's mana and deals damage for the mana burned.
Psychic Scream Stay backMakes up to 5 nearby players flee in fear for 6 sec.
Shadow Word: Pain Dispel magicShadow damage every 3 sec for 18 sec.
Shadow Shield PurgeAbsorbs damage for 30 sec and hurts melee attackers.
Group plan TankPull her by line of sight from the doorway into the cleared hall, with her guards. Fear Ward, Tremor Totem or Berserker Rage counters Psychic Scream.
HealerDispel Shadow Word: Pain and stand out of Psychic Scream range. Watch your mana; Mana Burn hits casters.
DamageInterrupt every Mana Burn and kill her guards first. Clear nearby packs so a feared player doesn't pull more. Loot the Prison Cell Key.
Each class Druid · your class Bash (14) a Mana Burn cast. Resto druids stand back from Psychic Scream so a fear doesn't stop your heals.
Hunter · your class Viper Sting (36) drains her mana. Shoot from range, outside Psychic Scream.
Mage · your class Counterspell (24) Mana Burn. Stand back from Psychic Scream; a feared mage can run into prison packs.
Paladin · your class Cleanse (42) removes Shadow Word: Pain, and Shadow Resistance Aura (28) softens it. Hammer of Justice stops a Mana Burn.
Priest · your class Fear Ward the tank; Forever gives it to every priest at 20. Dispel Magic (18) clears Shadow Word: Pain.
Rogue · your class Kick every Mana Burn; Kidney Shot (30) covers the next one. Stay behind her, away from the packs.
Shaman · your class Drop Tremor Totem (18) before the pull to break Psychic Scream. Earth Shock interrupts Mana Burn.
Warlock · your class Your Felhunter's Spell Lock stops Mana Burn and Devour Magic clears Shadow Word: Pain from allies.
Warrior · your class Use Berserker Rage (30) ahead of Psychic Scream so you don't flee. Shield Bash or Pummel (38) stops Mana Burn.
Arena warrior with Whirlwind, Mortal Strike and Bloodlust; tank him with cooldowns ready and keep melee clear of Whirlwind.
Watch for Whirlwind Stay backSpins for 2 sec, hitting everyone near him.
Mortal Strike TankHeavy hit that cuts healing on the target by 50% for 5 sec.
Bloodlust PurgeRaises his attack speed by 30% for 30 sec.
Group plan TankClear the trash waves, then hold Gorosh. Mortal Strike plus Bloodlust spikes your damage taken, so keep a defensive cooldown ready.
HealerMortal Strike halves your heals on the tank for 5 sec. Top the tank before it lands and use cooldowns early.
DamageRanged stay out of Whirlwind range. Melee step back while he spins, then return.
Each class Druid · your class Bear tanks use Frenzied Regeneration (36) when Mortal Strike cuts healing. Resto druids stack Regrowth and Rejuvenation on the tank.
Hunter · your class Shoot from range and keep your pet out of Whirlwind. If the tank dies, Distracting Shot pulls him off the healer.
Mage · your class Stay at range. Frost Nova and Blink get you clear if he turns on you.
Paladin · your class Blessing of Sacrifice (46) takes part of the tank's damage during Bloodlust. Keep Lay on Hands for the tank.
Priest · your class Power Word: Shield the tank right after Mortal Strike, while heals are halved. Keep Renew rolling.
Rogue · your class Back out of Whirlwind and come back in. Evasion helps if he turns to you; Vanish if the tank drops.
Shaman · your class Purge (12) strips his Bloodlust. Healing Stream Totem and Chain Heal (40) cover melee hit by Whirlwind.
Warlock · your class Put Curse of Weakness on him to trim his melee. Keep a Healthstone ready if Whirlwind catches you.
Warrior · your class Keep Demoralizing Shout up and Shield Block his hits. Save Shield Wall for Bloodlust; Last Stand (talent) helps too.
Arena brute with Ground Tremor stuns, Cleave and Enrage; ranged and healers stay far back while melee attack from behind.
Watch for Ground Tremor Stay backStuns everyone near him for 2 sec.
Cleave Not in frontHits his target and up to 2 players next to it.
Enrage Heal throughRaises his attack speed by 60% and his physical damage for 2 min.
Group plan TankHold him still and face him away from melee for Cleave. Ground Tremor stuns you too, so build a threat lead before Enrage.
HealerHeal from max range to stay out of Ground Tremor. Use cooldowns on the tank once he enrages.
DamageRanged stay at max range. Melee attack from behind to dodge Cleave and live with the short stuns.
Each class Druid · your class Resto druids heal from max range, past Ground Tremor. Cat druids attack from behind for Shred and to dodge Cleave.
Hunter · your class Stay at max range from Ground Tremor and keep your pet behind him, away from Cleave.
Mage · your class Cast from max range, past Ground Tremor. If the tank falls during Enrage, Frost Nova and Blink buy you distance.
Paladin · your class Run Devotion Aura for the tank during Enrage. Holy paladins stay at range and keep Lay on Hands for the enraged stretch.
Priest · your class Shield and Renew the tank before Enrage. Stay at max range so Ground Tremor never stuns you mid-heal.
Rogue · your class Stay behind him for Cleave. Feint through Enrage so the stunned tank keeps threat.
Shaman · your class Drop Stoneskin Totem for the tank and heal from range. Stoneclaw Totem pulls him off a healer if threat slips.
Warlock · your class Put Curse of Weakness on him for the Enrage. Keep your Imp's Fire Shield on the tank.
Warrior · your class Face him away from melee. Save Shield Wall for Enrage, and use Thunder Clap in Defensive Stance in Forever for threat.
Arena fighter with Shadow Bolt Volley, a bleed and a magic-immunity shield; buff Shadow Protection and hold spells during the shield.
Watch for Shadow Bolt Volley Resistance3 sec cast that hits nearby players with Shadow damage.
Vicious Rend Heal throughPhysical damage on his target every 3 sec for 15 sec.
Anti-Magic Shield Burst2 sec cast that makes him immune to magic for 10 sec.
Group plan TankHold him in the arena center. Vicious Rend bleeds you, so stay topped before each volley.
HealerPriests cast Shadow Protection before the fight. Keep the group topped for Shadow Bolt Volley and heal the tank's bleed.
DamagePhysical damage keeps going during Anti-Magic Shield; casters stop and wait it out. Warlocks can use Shadow Ward.
Each class Druid · your class Cat and Bear attacks are physical, so keep hitting during Anti-Magic Shield. Resto druids use Tranquility (30) after volleys.
Hunter · your class Auto Shot and Aimed Shot are physical; keep shooting through Anti-Magic Shield and hold Arcane Shot until it fades.
Mage · your class Stop casting for the 10 sec of Anti-Magic Shield; any spell is wasted. Resume Frostbolt once it fades.
Paladin · your class Run Shadow Resistance Aura (28) against Shadow Bolt Volley. Holy paladins keep Holy Light on the tank through Vicious Rend.
Priest · your class Cast Shadow Protection (30) on everyone before the pull. Prayer of Healing heals your target's party in Forever; use it after volleys.
Rogue · your class Your attacks are physical, so keep hitting through Anti-Magic Shield. Feint if you pull ahead while casters wait.
Shaman · your class Shocks fail during Anti-Magic Shield, so keep meleeing. Healers use Chain Heal (40) after each volley.
Warlock · your class Cast Shadow Ward (32) before volleys. Use the shield's 10 sec for Life Tap instead of wasted casts.
Warrior · your class Tank him in the center with Shield Block up. Vicious Rend is a bleed, so call for heals and save Shield Wall for bad volleys.
Arena caster with Arcane Explosion, Slow and Polymorph; ranged stay far back and dispel Polymorph off the healer fast.
Watch for Arcane Bolt Heal through1 sec cast; Arcane damage to one player.
Arcane Explosion Stay backArcane damage to everyone near him.
Polymorph Dispel magicTurns a player into a sheep for up to 20 sec; any damage breaks it.
Slow Stay backSlows the attack speed and movement of players near him.
Group plan TankHold him in place; Slow and Arcane Explosion hit melee hardest. Keep your health high for the Arcane bursts.
HealerStand at max range. If he sheeps you, a priest or paladin can dispel it.
DamageRanged stay far back. Dispel Polymorph on the healer first; melee heal through Slow and Arcane Explosion.
Each class Druid · your class Bear tanks hold him through Slow; Faerie Fire in Bear Form is free and adds threat in Forever. Resto druids heal from max range.
Hunter · your class Stay at max range from Arcane Explosion and Slow. Viper Sting (36) drains his mana.
Mage · your class Counterspell (24) his Polymorph or Arcane Bolt. Stay back from Arcane Explosion.
Paladin · your class Cleanse (42) a sheeped ally at once, the healer first. Hammer of Justice stops a cast.
Priest · your class Dispel Magic (18) a sheeped ally, the healer first. Stand at max range from Arcane Explosion.
Rogue · your class Kick his Polymorph and Arcane Bolt casts. Expect Slow and Arcane Explosion in melee; Feint keeps your threat down.
Shaman · your class Earth Shock interrupts his casts. Grounding Totem (30) can catch a Polymorph or Arcane Bolt aimed at the group.
Warlock · your class Your Felhunter's Spell Lock stops a cast, and Devour Magic clears Polymorph from an ally. Curse of Tongues slows his casts.
Warrior · your class Pummel (38) or Shield Bash stops Polymorph and Arcane Bolt. Slow cuts your swings, so lean on Sunder Armor and Revenge.
Undead warlock with curses, Enveloping Web and Banish; decurse Curse of Tongues and heal players caught in webs.
Watch for Curse of Tongues Remove curseCurse on nearby players that slows casting by 50% for 15 sec.
Curse of Weakness Remove curseCurse that lowers the physical damage a player deals.
Enveloping Web Heal throughRoots a player, slows their attacks and stops their spellcasting for 8 sec.
Banish Heal throughBanishes a player; they can't act or be hit until it ends.
Shadow Bolt Interrupt3 sec cast; Shadow damage to one player.
Group plan TankHold her in the arena center. A web or Banish can stop you for a few seconds, so build a threat lead early.
HealerTop up anyone webbed; they can't move or cast. Ask a mage or druid to remove Curse of Tongues from you first.
DamageSpread out. Mages and druids decurse Curse of Tongues, healers first. Interrupt Shadow Bolt when you can.
Each class Druid · your class Remove Curse (24) Curse of Tongues off the healer first, then Curse of Weakness off the tank.
Hunter · your class Viper Sting (36) drains her mana. Shoot from range and keep Aimed Shot going while casters are cursed.
Mage · your class Remove Lesser Curse (18) both curses, Curse of Tongues on the healer first. Counterspell (24) a Shadow Bolt.
Paladin · your class Blessing of Freedom (18) clears Enveloping Web. Exorcism and Holy Wrath (50) work on her; she is undead.
Priest · your class You can't remove curses, so call a mage or druid for Curse of Tongues. Keep Renew on webbed players.
Rogue · your class Kick her Shadow Bolt casts. Curse of Weakness lowers your damage until a mage or druid removes it.
Shaman · your class Earth Shock interrupts her Shadow Bolt. You can't remove curses, so call a mage or druid.
Warlock · your class Your Felhunter's Spell Lock stops a Shadow Bolt. Shadow Ward (32) absorbs one if she targets you.
Warrior · your class Shield Bash or Pummel (38) her Shadow Bolt. Curse of Weakness cuts your damage and threat, so ask for a decurse.
Arena spider with a stunning poison, an area poison and web roots; cure poisons fast and keep healers back from Web Explosion.
Watch for Paralyzing Poison Cure poisonPoison on his target that stuns them for 8 sec.
Baneful Poison Cure poisonNature damage to players near him, then more every 5 sec for 2 min.
Web Explosion Stay backRoots everyone near him for 10 sec.
Group plan TankHold him in the arena center. Paralyzing Poison stuns you for 8 sec, so build threat early and call for a poison cure.
HealerCure poisons on the tank first, then melee. Heal through Baneful Poison's Nature damage, and keep sightlines while others are webbed.
DamageRanged stay back from Web Explosion. Anyone who can cure poison helps the healer.
Each class Druid · your class Abolish Poison (26) clears both poisons; cure the stunned tank first, then melee hit by Baneful Poison.
Hunter · your class Aspect of the Wild (46) adds Nature resistance against Baneful Poison. Stay back from Web Explosion.
Mage · your class Cast from range, out of Web Explosion; Blink (20) frees you if it roots you. Leave poison cures to druids, paladins and shamans.
Paladin · your class Purify (8) or Cleanse (42) clears both poisons. Cure the stunned tank first.
Priest · your class You can't cure poison, so leave it to druids, paladins and shamans. Shield the tank during Paralyzing Poison stuns.
Rogue · your class Web Explosion roots you, but you can still attack from behind. Feint keeps threat on the stunned tank.
Shaman · your class Poison Cleansing Totem (22) clears poisons over time, and Nature Resistance Totem (30) blunts Baneful Poison.
Warlock · your class Curse of the Elements covers Shadow and Fire in Forever, so keep it on him. Drain Life helps you heal through Baneful Poison.
Warrior · your class Paralyzing Poison stuns you for 8 sec, so open with a threat lead and keep Shield Block for when it ends.
Optional gladiator team: Theldren with four random companions; mark a kill order, crowd control the rest and heal through Mortal Strike.
Watch for Mortal Strike Heal throughWeapon hit that cuts the target's healing by 50% for 10 sec.
Intimidating Shout Stay backParalyzes his target with fear for 8 sec and makes nearby players flee.
Intercept TankCharges a player and stuns them for 3 sec.
Hamstring TankSlows a player's movement by 50% for 15 sec.
Demoralizing Shout TankLowers the attack power of players within 10 yards for 30 sec.
Group plan TankPlace the banner, mark a kill order and hold Theldren while the group works through his four companions. Fear Ward or Tremor Totem helps against his shout.
HealerMortal Strike halves healing on its target for 10 sec. Start big heals early and save cooldowns for the tank.
DamageKill the marked companions first, then Theldren. Crowd control the rest. Loot Arena Spoils after the fight.
Each class Druid · your class Hibernate Gnashjaw if Malgen comes. Entangling Roots works indoors in Forever, so root a melee companion.
Hunter · your class Freezing Trap a companion; Forever traps work in combat at your feet. Viper Sting (36) drains a caster's mana.
Mage · your class Polymorph a companion; they are humanoids. Counterspell (24) any caster companion.
Paladin · your class Blessing of Freedom (18) breaks his Hamstring slow. Hammer of Justice stops a companion's cast.
Priest · your class Fear Ward the tank; Forever gives it to every priest at 20. Shield the target of each Mortal Strike.
Rogue · your class Blind (34) a companion and Kick the casters. Kidney Shot (30) the current kill target.
Shaman · your class Drop Tremor Totem (18) for his Intimidating Shout. Earth Shock interrupts a healing companion.
Warlock · your class Have your Succubus Seduce one companion and Fear a second if needed. Death Coil (42) saves you if one reaches you.
Warrior · your class Use Berserker Rage (30) ahead of his shout. Intercept stuns you, so build a threat lead on each companion early.
Fire caster with two adds, a Scorching Totem and Fire Ward; kill the totem fast and switch off fire spells while Fire Ward is up.
Watch for Scorching Totem Kill addsTotem at his feet that attacks a nearby player every 2 sec for 35 sec.
Fire Ward PurgeShield that absorbs Fire damage for 1 min.
Flame Shock Dispel magicFire damage, then more Fire damage every 3 sec for 12 sec.
Molten Blast Heal through2 sec cast; Fire damage to one player.
Group plan TankHold him in place facing away from the group. Control or kill his two adds quickly.
HealerGroup damage rises while the totem is up. Dispel Flame Shock from the tank and top off anyone the totem hits.
DamageKill Scorching Totem as soon as it drops. Fire mages and warlocks switch off Fire spells while Fire Ward absorbs them.
Each class Druid · your class Wrath and Moonfire aren't Fire, so Fire Ward doesn't stop them. Hit the totem first.
Hunter · your class Shoot the Scorching Totem the moment it drops. Viper Sting (36) drains his mana.
Mage · your class Use Frostbolt while his Fire Ward is up. Your own Fire Ward (20) absorbs his Fire damage.
Paladin · your class Run Fire Resistance Aura (36) for his fire spells. Hammer of Justice stops a Molten Blast cast.
Priest · your class Dispel Magic (18) clears Flame Shock from the tank. Wand the Scorching Totem if damage dealers are busy.
Rogue · your class Kick his Molten Blast casts and break the Scorching Totem when it drops.
Shaman · your class Purge (12) strips his Fire Ward. Earth Shock interrupts Molten Blast, and Fire Resistance Totem (28) cuts his fire damage.
Warlock · your class Switch to Shadow Bolt while Fire Ward is up. Your Felhunter's Spell Lock interrupts Molten Blast.
Warrior · your class Hold him facing away. Shield Bash or Pummel (38) Molten Blast, and break the totem if it lands in melee.
Frost caster paired with Verek; clear the room, interrupt Frostbolt, expect Frost Nova roots and skip Frost spells while Frost Ward is up.
Watch for Frostbolt Interrupt3 sec cast; Frost damage and a movement slow for 4 sec.
Frost Nova Stay backFrost damage that roots everyone near him for up to 8 sec.
Frost Ward PurgeShield that absorbs Frost damage for 1 min.
Frost Armor TankSlows the movement and attack speed of melee attackers.
Group plan TankClear the room before pulling. Hold Stilgiss and Verek; Frost Armor slows your swings, so lean on threat abilities.
HealerStand out of Frost Nova range. Heal Frostbolt damage, and watch the tank when Verek enrages.
DamageAgree on a kill order before the pull. Interrupt every Frostbolt, and frost casters switch schools while Frost Ward is up.
Each class Druid · your class Remove Curse (24) clears Verek's Curse of Blood from the tank. Wrath and Moonfire aren't Frost, so his Frost Ward won't absorb them.
Hunter · your class Stay outside Frost Nova range. Viper Sting (36) drains his mana.
Mage · your class Counterspell (24) his Frostbolt. Use Fireball or Arcane spells while Frost Ward is up.
Paladin · your class Run Frost Resistance Aura (32) for his Frostbolts. Blessing of Freedom (18) frees a player stuck in Frost Nova.
Priest · your class Heal from outside Frost Nova range. Dispel Magic (18) frees an ally rooted by Frost Nova.
Rogue · your class Kick every Frostbolt; stuns won't land on him. Frost Armor slows your swings while you hit him.
Shaman · your class Earth Shock interrupts Frostbolt, and Frost Resistance Totem (24) cuts his frost damage.
Warlock · your class Your Felhunter's Spell Lock stops Frostbolt. Curse of Tongues slows his casting.
Warrior · your class Pummel (38) or Shield Bash his Frostbolts. Frost Armor slows your attacks, so lean on Sunder Armor and Revenge.
Stilgiss's demon hound; curses the tank to take more physical damage, gains extra attacks with Thrash and can enrage.
Watch for Curse of Blood Remove curseCurse that raises the physical damage a player takes for 10 min.
Thrash TankGives him 2 extra attacks at once.
Enrage Heal throughRaises his attack speed by 30% and his physical damage for 2 min.
Group plan TankHold Verek with Stilgiss, or give him to an off-tank. Get Curse of Blood removed; it raises the physical damage you take.
HealerExpect tank damage to climb under Curse of Blood, on Thrash and when Verek enrages. Save a cooldown for his Enrage.
DamageFollow the kill order. When Verek enrages, burn him down fast.
Each class Druid · your class Remove Curse (24) takes Curse of Blood off the tank. Bears can off-tank Verek with Growl and Swipe.
Hunter · your class Your pet can hold Verek with Growl for a few seconds if the tank is busy. Save Rapid Fire to finish him.
Mage · your class Remove Lesser Curse (18) takes Curse of Blood off the tank. Frost Nova him if he runs at you.
Paladin · your class Exorcism works on Verek; he is a demon. Blessing of Protection stops his physical hits on anyone he turns to.
Priest · your class You can't remove Curse of Blood, so ask a mage or druid. Shield the tank when Verek enrages.
Rogue · your class Save your cooldowns for his Enrage, and Feint before you burst.
Shaman · your class Drop Stoneskin Totem near the tank; Curse of Blood makes his physical hits land harder. Leave the curse to a mage or druid.
Warlock · your class Try Banish (28) on Verek, a demon, to hold him while the group kills Stilgiss.
Warrior · your class Off-tank Verek if you have two tanks; ask for a decurse on Curse of Blood. Save Shield Wall for his Enrage.
Vault guard who comes with construct adds after the twelfth coffer; kill the constructs one at a time, then tank him and loot the Secret Safe.
Group plan TankOpen the twelfth coffer only when the group is ready. Hold every construct as it wakes, then pick up Doomgrip as Sunder Armor stacks on you.
HealerExpect rising tank damage as Sunder Armor stacks. Drink between constructs when you can.
DamageKill constructs one at a time. Push damage through his potion heal, then loot the Secret Safe for The Heart of the Mountain.
Each class Druid · your class Bear tanks use Frenzied Regeneration (36) as Sunder Armor stacks. Innervate (40) the healer between constructs.
Hunter · your class Freezing Trap a construct to split the pull; Forever traps work in combat at your feet.
Mage · your class Polymorph doesn't work on the constructs, which are elementals. Frost Nova holds one while the tank grabs it.
Paladin · your class Tanks hold extra constructs with Consecration, which every paladin trains at 20 in Forever.
Priest · your class Shield the tank as Sunder Armor stacks. Drink between constructs.
Rogue · your class Sap doesn't work on the elemental constructs; Kidney Shot (30) the one hitting a caster instead.
Shaman · your class Earthbind Totem slows a loose construct. Stoneskin Totem softens Doomgrip's hits as Sunder Armor stacks.
Warlock · your class Banish (28) one construct, an elemental, so the group fights them one at a time.
Warrior · your class Hold the constructs with Thunder Clap, usable in Defensive Stance in Forever. Save Shield Wall for Doomgrip's Sunder Armor stacks.
Paladin foreman who heals himself with Holy Light and kicks casters; interrupt every heal and loot Ironfel for Dark Iron Legacy.
Watch for Holy Light Interrupt2.5 sec cast that heals himself.
Holy Strike TankAdds Holy damage to his next melee hit.
Seal of Reckoning PurgeSeal that heals him each time he strikes.
Kick Stay backInterrupts a spell and locks that school for 6 sec.
Group plan TankClear the ramp's end first, then pull him to you as he patrols. He hits hard with Holy Strike, so keep a cooldown ready.
HealerStay out of melee so his Kick can't lock your heals. Heal the tank through Holy Strike hits.
DamageInterrupt every Holy Light. Loot Ironfel and bring it to Franclorn's statue for the Shadowforge Key.
Each class Druid · your class Bash (14) a Holy Light. Healers stand back so his Kick can't hit you.
Hunter · your class Viper Sting (36) drains his mana and limits his Holy Light casts.
Mage · your class Counterspell (24) his Holy Light; it also locks his Holy spells for a while.
Paladin · your class Hammer of Justice stops a Holy Light cast. Tanks use Seal of Fury; in Forever, Judgement doesn't use up your Seal.
Priest · your class Stay out of melee to avoid his Kick. Shield the tank through Holy Strike hits.
Rogue · your class Kick every Holy Light; Kidney Shot (30) covers the next one.
Shaman · your class Earth Shock interrupts Holy Light, and Purge (12) strips his Seal of Reckoning. Healers stay out of melee, away from his Kick.
Warlock · your class Your Felhunter's Spell Lock stops Holy Light. Curse of Tongues slows his heal casts.
Warrior · your class Shield Bash or Pummel (38) his Holy Light. Shield Block his Holy Strike hits.
Fire lord on a lava platform; tank with a wall behind you to stop knockbacks, decurse the tank and move out of Fire Storm.
Watch for Mighty Blow TankHits his target and knocks them back.
Fire Storm MovePillar of flame on an area that keeps burning for 30 sec.
Fiery Burst Heal through1.5 sec cast; Fire damage to everyone in an area.
Curse of the Elemental Lord Remove curseCurse on players in range that lowers Fire Resistance by 100 for 1 min.
Group plan TankPut your back to a wall, away from the platform's edges, so Mighty Blow can't knock you into the lava; there is no way back up.
HealerStand away from the edges and move out of Fire Storm. Get Curse of the Elemental Lord removed from the tank.
DamageStay off the edges and out of Fire Storm. Mages and druids decurse the tank. This kill counts for Disharmony of Fire.
Each class Druid · your class Remove Curse (24) takes Curse of the Elemental Lord off the tank. Step out of Fire Storm before you cast.
Hunter · your class Keep your pet out of Fire Storm, and Mend Pet if it stood in the fire.
Mage · your class Remove Lesser Curse (18) the tank's Curse of the Elemental Lord. Fire Ward (20) absorbs Fire Storm damage.
Paladin · your class Run Fire Resistance Aura (36). Tanks keep a wall at their back so Mighty Blow can't push them off.
Priest · your class Heal from away from the edges. Renew anyone who stood in Fire Storm; you can't remove his curse.
Rogue · your class Stay off the edges and step out of Fire Storm. Feint so you never pull him off the tank.
Shaman · your class Drop Fire Resistance Totem (28). Totemic Projection (22) moves it out of a Fire Storm.
Warlock · your class Stand back from the edges and out of Fire Storm. Curse of the Elements covers Shadow in Forever, so keep it on him.
Warrior · your class Put your back to a wall. Mighty Blow knocks you back, and a wall keeps you out of the lava.
Lava giant who splashes magma and calls Spawn of Bael'Gar as he loses health; face him away from the group and kill each add.
Group plan TankTurn him to face a wall. Pick up each Spawn of Bael'Gar as it appears.
HealerHeal the tank through Magma Splash burns. Watch for fire damage where a spawn lands.
DamageStand behind him, out of Magma Splash. Kill each Spawn of Bael'Gar, then return to him.
Each class Druid · your class Bear tanks Swipe a Spawn of Bael'Gar to hold it. Resto druids keep Rejuvenation on the tank for the Magma Splash burn.
Hunter · your class Distracting Shot pulls a spawn off the healer. Stay behind Bael'Gar.
Mage · your class Frost Nova a Spawn of Bael'Gar that runs at the healer, then kill it.
Paladin · your class Run Fire Resistance Aura (36) for Magma Splash. Consecration helps the tank hold the spawns.
Priest · your class Keep Renew on the tank for Magma Splash. Fade if a spawn turns to you.
Rogue · your class Stay behind him, out of Magma Splash. Switch to each spawn as it lands.
Shaman · your class Drop Fire Resistance Totem (28). Earthbind Totem slows spawns on their way to casters.
Warlock · your class Your Voidwalker can hold a spawn with Torment while the tank keeps Bael'Gar.
Warrior · your class Face him into a wall. Use Challenging Shout (26) if spawns run loose.
Garrison general who calls Anvilrage Reservists and Medics late in the fight; pull him back to a corner and clear adds with area damage.
Watch for Sunder Armor TankLowers his target's armor; stacks up to 5 times for 30 sec.
Flurry Heal throughRaises his attack speed by 30% for his next few swings.
Enrage Heal throughShort enrage that raises his attack speed by 30% for 5 sec.
Group plan TankPull him with a ranged ability and back him into the entry corner. When reinforcements come, grab them with area threat or Challenging Shout.
HealerExpect tank damage to climb as Sunder Armor stacks. Save mana for the reinforcement wave at low health.
DamageKill Anvilrage Medics first, then use area damage on the Reservists. Finish Angerforge for Operation: Death to Angerforge.
Each class Druid · your class Bear tanks use Challenging Roar (28) on the add wave. Caster druids cast Hurricane (40) on the Reservists.
Hunter · your class Volley (40) hits the Reservist wave. Explosive Trap (34) at your feet in Forever catches adds that reach you.
Mage · your class Blizzard or Arcane Explosion clears the Reservists. Polymorph an Anvilrage Medic.
Paladin · your class Tanks hold the adds with Consecration; in Forever its first four targets take extra threat.
Priest · your class Shield the tank as Sunder Armor stacks. Prayer of Healing heals your target's party in Forever, so use it on the add wave.
Rogue · your class Kick and Kidney Shot (30) the Anvilrage Medics so they can't heal.
Shaman · your class Magma Totem (26) and Fire Nova, which erupts at your Fire totem in Forever, clear the Reservists.
Warlock · your class Hellfire (30) or Rain of Fire hits the add wave. Fear an Anvilrage Medic away.
Warrior · your class Challenging Shout (26) grabs the add wave. Forever's Thunder Clap works in Defensive Stance for area threat.
Golem master with Lightning Shield and Chain Lightning; clear his golem guards first and spread out for Chain Lightning.
Watch for Lightning Shield PurgeLightning that can strike his attackers; up to 3 charges.
Chain Lightning Spread out3 sec cast; Nature damage that jumps to up to 5 players.
Shock Heal throughInstant Nature damage to one player.
Group plan TankClear the room, then pull and hold his two golem guards first. Pick up Argelmach once they are down.
HealerPace your mana for the golems. Heal players hit by Chain Lightning and melee hit by Lightning Shield.
DamageKill the golem guards first. Spread out for Chain Lightning; melee take extra damage from Lightning Shield.
Each class Druid · your class Bash (14) a Chain Lightning cast. Spread from other players so it can't jump.
Hunter · your class Freezing Trap one golem guard while the group kills the other; Forever traps work in combat.
Mage · your class Counterspell (24) Chain Lightning. Polymorph doesn't work on golems; Frost Nova holds them.
Paladin · your class Hammer of Justice stops a Chain Lightning cast. Holy paladins heal from a spread spot.
Priest · your class Spread out and heal from range. Power Word: Shield melee who take Lightning Shield hits.
Rogue · your class Kick his Chain Lightning. Lightning Shield can hit you as you strike, so watch your health.
Shaman · your class Earth Shock interrupts Chain Lightning, and Nature Resistance Totem (30) cuts his lightning damage.
Warlock · your class Banish (28) one golem guard; they are elementals. Your Felhunter's Spell Lock stops Chain Lightning.
Warrior · your class Hold both golem guards with Thunder Clap, usable in Defensive Stance in Forever. Pummel (38) Chain Lightning.
Goblin with elite cronies in the Grim Guzzler; start it by talking to him, hold the group with area threat and loot Ribbly's Head.
Group plan TankTalk to him to start the fight once the group is ready, away from bar patrons. Hold Ribbly and his cronies with area threat; Gouge stops your attacks briefly.
HealerStay clear of the bar patrons. A gouged tank stops attacking, so watch for cronies loose on the group.
DamagePick one kill target and hit it together. Loot Ribbly's Head for the Ribbly Screwspigot quest.
Each class Druid · your class Bear tanks Swipe Ribbly and his cronies together. Challenging Roar (28) grabs cronies that reach casters.
Hunter · your class Freezing Trap a crony; Forever traps work in combat at your feet. Don't shoot neutral patrons.
Mage · your class Polymorph one crony; they are humanoids. Keep area spells away from bar patrons.
Paladin · your class Tanks hold the group with Consecration; mind the patrons standing nearby.
Priest · your class Skip Psychic Scream here; feared cronies can run into bar patrons. Shield the tank after Gouge.
Rogue · your class Blind (34) one crony to shrink the fight. Feint keeps threat on the tank.
Shaman · your class Earthbind Totem slows cronies that run at casters. Stoneclaw Totem pulls one off the healer.
Warlock · your class Have your Succubus Seduce one crony. Avoid Fear here; it can run cronies into the patrons.
Warrior · your class Hold the cronies with Thunder Clap, usable in Defensive Stance in Forever, and Demoralizing Shout.
Drunk brawler who arrives with elite cronies when the Thunderbrew kegs break; face him away and control the cronies.
Group plan TankBreak the kegs, then stand back with the group in a corner. Grab Hurley and face him away from everyone.
HealerExpect damage bursts during Drunken Rage. Stay out of his front and away from neutral bar patrons.
DamageCrowd control the cronies you aren't killing. Stay behind Hurley, out of Flame Breath. Loot the Lost Thunderbrew Recipe.
Each class Druid · your class Root a crony with Entangling Roots; Forever lets it work indoors.
Hunter · your class Freezing Trap a crony; Forever traps work in combat at your feet.
Mage · your class Polymorph a crony; they are humanoids. Stay out of Hurley's front for Flame Breath.
Paladin · your class Run Fire Resistance Aura (36) for Flame Breath. Hammer of Justice stuns a loose crony.
Priest · your class Shield the tank during Drunken Rage. Stand behind Hurley, never in front of Flame Breath.
Rogue · your class Blind (34) one crony, and stay behind Hurley for Flame Breath.
Shaman · your class Drop Fire Resistance Totem (28) for Flame Breath and Stoneskin Totem for Drunken Rage hits.
Warlock · your class Have your Succubus Seduce a crony. Curse of Weakness on Hurley trims his Drunken Rage hits.
Warrior · your class Face Hurley away from the group. Save Shield Block and Shield Wall for Drunken Rage.
Warlock barkeep who turns the bar patrons hostile; he can't be stunned or interrupted, so tank him clear of patrons and clean up his DoT and curse.
Watch for Shadow Bolt Heal through3 sec cast; Shadow damage to one player.
Immolate Dispel magicFire damage, then more Fire damage every 3 sec for 21 sec.
Curse of Tongues Remove curseCurse that slows a player's casting by 50% for 15 sec.
Banish Heal throughBanishes a player; they can't act or be hit until it ends.
Group plan TankPull him away from the bar patrons; stealing goods, picking his pocket or attacking him turns them hostile. He can't be stunned or interrupted.
HealerDispel Immolate and have Curse of Tongues removed from you. Heal through his Shadow Bolts.
DamageStay out of the patron crowd. Don't spend interrupts or stuns on him; put out damage instead.
Each class Druid · your class Remove Curse (24) Curse of Tongues off the healer. Bash and other stuns won't land on him.
Hunter · your class Viper Sting (36) drains his mana. Freezing Trap a patron that joins; Forever traps work in combat.
Mage · your class Remove Lesser Curse (18) Curse of Tongues. Counterspell won't stop him, so spend mana on damage.
Paladin · your class Cleanse (42) removes Immolate. Run Shadow Resistance Aura (28) for his Shadow Bolts.
Priest · your class Dispel Magic (18) Immolate. Shadow Protection (30) blunts his Shadow Bolts.
Rogue · your class Kick and Kidney Shot won't work on him. Pick Pocket him only when the group is ready; it turns the bar hostile.
Shaman · your class Earth Shock won't interrupt him, so use it for damage. Drop Fire Resistance Totem (28) for Immolate.
Warlock · your class Shadow Ward (32) absorbs his Shadow Bolt. Spell Lock won't work; he can't be interrupted.
Warrior · your class Stuns and Pummel won't land, so hold threat with Sunder Armor and Revenge. Keep him off the patrons.
Elemental guardian that wakes after Private Rocknot's ale rampage; tank against a wall, step out of Thunderclap and heal Fireball Volley.
Watch for Mighty Blow TankHits his target and knocks them back.
Thunderclap Stay backNature damage to players near him; slows attacks by 33% and movement by 40% for 10 sec.
Fireball Volley Heal throughFire damage to all nearby players.
Group plan TankHold him near the door with your back to a wall or corner so Mighty Blow can't push you into the bar crowd.
HealerKeep everyone topped for Fireball Volley. Stand back from Thunderclap.
DamageRanged stay out of melee range for Thunderclap. Keep your health high for each volley.
Each class Druid · your class Resto druids use Tranquility (30) or spread Rejuvenation after a Fireball Volley.
Hunter · your class Stay out of Thunderclap range. Keep your pet's health up with Mend Pet; volleys hit pets too.
Mage · your class Fire Ward (20) absorbs Fireball Volley damage. Stay out of Thunderclap.
Paladin · your class Run Fire Resistance Aura (36) against Fireball Volley. Tanks keep a wall behind them for Mighty Blow.
Priest · your class Cast Prayer of Healing after a volley; in Forever it heals your target's party.
Rogue · your class Thunderclap slows your attacks; stay behind him and keep Slice and Dice up.
Shaman · your class Drop Fire Resistance Totem (28) for Fireball Volley. Chain Heal (40) recovers the group.
Warlock · your class Stay back from Thunderclap and keep a Healthstone for a bad volley.
Warrior · your class Tank him in a corner so Mighty Blow can't knock you into the patrons. Shield Block his melee.
Fire ambassador who draws Burning Spirits from the room's runes; kill each spirit before it reaches him or he hits harder.
Group plan TankHold him in the middle of the room. Save defensive cooldowns for the end, when spirit stacks make him hit hardest.
HealerHeal the tank's Fire Blast damage. Watch for rising damage if spirits get through.
DamageKill Burning Spirits before they reach him; area spells and Frost Nova work well. Then return to Flamelash.
Each class Druid · your class Cast Hurricane (40) on spirit waves. Entangling Roots works indoors in Forever to stop one.
Hunter · your class Frost Trap (28) slows spirits on their path; Forever traps work in combat at your feet.
Mage · your class Frost Nova and Blizzard stop the spirits before they reach him.
Paladin · your class Run Fire Resistance Aura (36) for his Fire Blast. Consecration around him hits spirits as they arrive.
Priest · your class Psychic Scream can push a wave of spirits back from him. Keep Renew on the tank.
Rogue · your class Pick off spirits that slip past the area damage; they have low health.
Shaman · your class Earthbind Totem slows the spirits, and Chain Lightning (32) hits several at once.
Warlock · your class Howl of Terror (40) fears a spirit wave away from him. Banish one if it slips through.
Warrior · your class Hold him in the center. Save Shield Wall for the end, when Burning Spirit stacks make him hit hardest.
Rare golem in the Mold Foundry that reflects spells; clear nearby adds and keep casters from feeding his reflection.
Group plan TankClear the nearby adds, then tank him in place. Your physical attacks can't be reflected.
HealerHeal the tank and any caster hit by a reflected spell.
DamageMelee and physical ranged keep attacking. Casters wait out Spell Reflection, then resume.
Each class Druid · your class Fight him in Cat or Bear Form; your melee attacks can't be reflected.
Hunter · your class Auto Shot and Aimed Shot are physical, so keep shooting while casters wait.
Mage · your class Stop casting while he reflects, or your own Frostbolt comes back at you.
Paladin · your class Hold Judgement and Hammer of Justice while he reflects, and keep meleeing.
Priest · your class Heal the group and skip Smite and Mind Blast while he reflects.
Rogue · your class Your attacks are physical, so keep hitting while casters wait.
Shaman · your class Hold Earth Shock and Lightning Bolt while he reflects. Drop Stoneskin Totem for the tank.
Warlock · your class Pause Shadow Bolt and Immolate while he reflects; a reflected bolt hits you.
Warrior · your class Clear adds first, then hold him with Sunder Armor and Revenge; your attacks are physical.
Seven dwarf spirits released one at a time on a timer after you speak to Doom'rel; kill each fast and interrupt Vile'rel's heals.
Watch for Shield Wall TankAnger'rel cuts the damage he takes by 75% for 10 sec.
Sunder Armor TankAnger'rel lowers the tank's armor; stacks up to 5 times.
Frost Nova Stay backSeeth'rel roots nearby players for up to 8 sec.
Cone of Cold Not in frontSeeth'rel's Frost damage in a cone that slows movement for 8 sec.
Gouge TankDope'rel stuns his target for up to 4 sec; damage breaks it.
Evasion TankDope'rel raises his dodge chance by 50% for 15 sec.
Mortal Strike Heal throughGloom'rel's hit that cuts healing on the target by 50% for 5 sec.
Heal InterruptVile'rel's 3.5 sec cast heal.
Prayer of Healing InterruptVile'rel's 3 sec cast group heal.
Shadow Shield PurgeHate'rel's shield that absorbs damage and hurts melee attackers.
Shadow Bolt Volley Heal throughDoom'rel's 3 sec cast; Shadow damage to nearby players.
Summon Voidwalkers Kill addsDoom'rel calls Voidwalker adds.
Group plan TankTalk to Gloom'rel first if you need Dark Iron smelting, then speak to Doom'rel. Pick up each spirit as it comes; Anger'rel and Dope'rel take patience.
HealerDrink between spirits when you can. Watch the tank on Gloom'rel's Mortal Strike and the group on Doom'rel's Shadow Bolt Volley.
DamageKill each spirit before the next one arrives. Interrupt Vile'rel's heals, and handle Doom'rel's Voidwalkers; a warlock can Banish one.
Each class Druid · your class Bash (14) a Vile'rel heal, and Innervate (40) the healer before Doom'rel.
Hunter · your class Viper Sting (36) Vile'rel and Seeth'rel to drain their mana. Feign Death if a spirit grabs you before the tank.
Mage · your class Counterspell (24) Vile'rel's Heal and Prayer of Healing. Use Fire spells on Seeth'rel; her Frost Ward absorbs Frost.
Paladin · your class Exorcism and Holy Wrath (50) work on all seven; they are undead.
Priest · your class Shadow Protection (30) helps against Hate'rel and Doom'rel. Dispel Magic (18) frees players from Seeth'rel's Frost Nova.
Rogue · your class Kick every Vile'rel heal. Dope'rel uses Evasion, so save finishers until it ends.
Shaman · your class Earth Shock interrupts Vile'rel's heals. Mana Spring Totem helps the group between spirits.
Warlock · your class Banish (28) one of Doom'rel's Voidwalkers if they pile up. Shadow Ward (32) absorbs Shadow Bolt Volley.
Warrior · your class Pummel (38) Vile'rel's heals. Anger'rel's Shield Wall cuts his damage taken by 75%, so hold threat and wait it out.
Fire giant in the Iron Hall; statues spew fire during the fight, so stand between the jets, stay out of War Stomp and heal through Fiery Burst.
Watch for Fiery Burst Heal throughFire damage to everyone in an area.
War Stomp Stay backDamages players near him, knocks them back and stuns them for 8 sec.
Group plan TankLight both Lyceum braziers to open the hall. Tank him in one spot between the fire lines; War Stomp stuns and knocks you back.
HealerStand between the statues, out of the fire and out of War Stomp range. Heal through Fiery Burst.
DamageStay between the fire jets. Ranged stand back from War Stomp; melee expect stuns.
Each class Druid · your class Heal from between the statues; Fiery Burst and the jets hit hard. Rebirth a player lost to the fire.
Hunter · your class Stay at range from War Stomp and between the fire jets. Keep your pet out of the fire.
Mage · your class Fire Ward (20) absorbs Fiery Burst. Stay at range from War Stomp.
Paladin · your class Run Fire Resistance Aura (36) for the jets and Fiery Burst.
Priest · your class Heal from between the statues, out of War Stomp range. Shield the tank after each stomp.
Rogue · your class Watch the floor; if a fire line reaches you after War Stomp, Sprint clear.
Shaman · your class Drop Fire Resistance Totem (28) between the fire lines. Totemic Projection (22) moves totems if the group shifts.
Warlock · your class Soulstone the healer before the pull; the fire jets hit very hard. Keep your pet between the statues, out of the fire.
Warrior · your class Tank him in one spot between fire lines. War Stomp knocks you back, so rebuild threat with Sunder Armor.
Final boss with Princess Moira healing him; clear the room, tank through Avatar of Flame and Ironfoe, and spare Moira for The Royal Rescue.
Watch for Hand of Thaurissan Heal throughFire damage that stuns a player for 5 sec.
Avatar of Flame TankFor 10 sec he is immune to magic and his hits add Fire damage.
Ironfoe TankHis hammer can grant extra attacks and a short critical strike boost.
Group plan TankClear the room's trash first or he calls it in. Hold him through Avatar of Flame and Ironfoe procs; your damage taken spikes hard.
HealerExpect Hand of Thaurissan stuns and big tank spikes. Assign an interrupter for Moira's Heal before the pull.
DamageInterrupt Moira's Heal. For The Royal Rescue, crowd control Moira and kill the Emperor; she stops when he dies. Casters hold during Avatar of Flame.
Each class Druid · your class Bash (14) Moira's Heal. Bear tanks use Frenzied Regeneration (36) during Avatar of Flame.
Hunter · your class Freezing Trap Moira if you're sparing her; Forever traps work in combat. Viper Sting (36) drains her mana.
Mage · your class Counterspell (24) Moira's Heal. Hold spells on the Emperor during Avatar of Flame.
Paladin · your class Run Fire Resistance Aura (36) for Avatar of Flame hits. Blessing of Sacrifice (46) shares tank damage on an Ironfoe proc.
Priest · your class Shield the tank before Avatar of Flame. Shadow Protection (30) helps against Moira's Shadow spells.
Rogue · your class Sap Moira before the pull to spare her, or Kick her Heal. Feint so you never pull the Emperor off the tank.
Shaman · your class Earth Shock interrupts Moira's Heal. Fire Resistance Totem (28) blunts Avatar of Flame's fire hits.
Warlock · your class Have your Succubus Seduce Moira to keep her out, or Spell Lock her Heal with a Felhunter.
Warrior · your class Save Shield Wall for Avatar of Flame. Pummel (38) Moira's Heal when she is in reach.
Priest who heals the Emperor and casts Shadow spells; interrupt or crowd control her, and spare her for The Royal Rescue.
Watch for Heal Interrupt3.5 sec cast that heals the Emperor or herself.
Renew InterruptHeal over time on an ally.
Mind Blast Interrupt1.5 sec cast; Shadow damage to one player.
Shadow Bolt Interrupt3 sec cast; Shadow damage to one player.
Shadow Word: Pain Heal throughShadow damage every 3 sec for 18 sec.
Group plan TankIf you spare her, leave her to crowd control and hold the Emperor. If you kill her, an interrupter keeps her heals down.
HealerHeal through her Shadow damage. Remind interrupters to stop her Heal on the Emperor.
DamageInterrupt her Heal every time. For The Royal Rescue, kill the Emperor, leave her alive, then speak to her.
Each class Druid · your class Bash (14) her Heal. If sparing her, keep Hurricane and other area spells off her.
Hunter · your class Freezing Trap her to spare her; Forever traps work in combat at your feet. Viper Sting (36) drains her mana.
Mage · your class Counterspell (24) her Heal. Skip area spells near her if the group is sparing her.
Paladin · your class Hammer of Justice stops her Heal. Cleanse (42) removes her Shadow Word: Pain.
Priest · your class Dispel Magic (18) removes her Shadow Word: Pain from allies. Shadow Protection (30) blunts her Shadow spells.
Rogue · your class Sap her before the pull to spare her for The Royal Rescue, then Kick her Heal if she breaks free.
Shaman · your class Earth Shock interrupts her Heal. Purge (12) removes her Renew from the Emperor.
Warlock · your class Have your Succubus Seduce her to spare her, or Spell Lock her Heal with a Felhunter.
Warrior · your class Pummel (38) or Shield Bash her Heal. If sparing her, leave her to crowd control and stay on the Emperor.