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Blackrock Depths

Levels 52-60 (Era baseline)30 bosses

Blackrock Mountain, lower chain to Blackrock Quarry; portal coordinates unverified.

Checked for ForeverClassic Era habit: check in game

Overmaster Pyron

Level 52 elite · Blackrock Quarry outside the portal, Blackrock Mountain

Optional

Fire elemental outside the portal and the kill for Disharmony of Flame; pull it clear of quarry packs and heal through Fire Nova.

Watch for
  • Fire NovaStay back

    Fire damage to everyone standing near him.

  • Fire BlastHeal through

    Instant Fire damage to one target.

Group plan
Tank

Pull him away from the quarry packs and hold him there. Fire Nova hits everyone close to him, so keep your health high.

Healer

Stand at range, outside Fire Nova. Heal the tank and any melee caught in the fire.

Damage

Ranged 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.

Lord Roccor

Level 51 elite · Patrols the ring hall around the Ring of Law

Optional

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 ShockStay back

    Nature damage that interrupts the target's spellcasting for 2 sec.

  • Flame ShockHeal through

    Fire damage, then more Fire damage every 3 sec for 12 sec.

  • Ground TremorStay back

    Stuns everyone near him for 2 sec.

Group plan
Tank

Pick him up on his patrol path, away from prison packs. Ground Tremor stuns you too, so build threat early and keep it.

Healer

Heal from max range so Earth Shock and Ground Tremor can't cut your casts. Keep the tank topped through Flame Shock ticks.

Damage

Ranged 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.

Houndmaster Grebmar

Level 52 elite · Under the arena, patrolling between two hound packs

Optional

Kennel master with Pummel and Bloodlust; clear his hound packs first, then tank him alone.

Watch for
  • BloodlustPurge

    Raises his attack speed by 30% for 30 sec.

  • Demoralizing ShoutTank

    Lowers the melee attack power of players near him.

  • PummelStay back

    Melee hit that interrupts the target's spellcasting for 5 sec.

Group plan
Tank

Clear the two hound packs first, then pull him alone. Keep a defensive cooldown for Bloodlust.

Healer

Stand out of melee so Pummel can't lock your heals. Expect faster tank damage while Bloodlust is up.

Damage

Kill 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.

High Interrogator Gerstahn

Level 52 elite · Her room in the center of the Detention Block

Optional

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 BurnInterrupt

    3 sec cast that burns a player's mana and deals damage for the mana burned.

  • Psychic ScreamStay back

    Makes up to 5 nearby players flee in fear for 6 sec.

  • Shadow Word: PainDispel magic

    Shadow damage every 3 sec for 18 sec.

  • Shadow ShieldPurge

    Absorbs damage for 30 sec and hurts melee attackers.

Group plan
Tank

Pull 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.

Healer

Dispel Shadow Word: Pain and stand out of Psychic Scream range. Watch your mana; Mana Burn hits casters.

Damage

Interrupt 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.

Gorosh the Dervish

Level 56 elite · Ring of Law; one random boss after the trash waves

Optional

Arena warrior with Whirlwind, Mortal Strike and Bloodlust; tank him with cooldowns ready and keep melee clear of Whirlwind.

Watch for
  • WhirlwindStay back

    Spins for 2 sec, hitting everyone near him.

  • Mortal StrikeTank

    Heavy hit that cuts healing on the target by 50% for 5 sec.

  • BloodlustPurge

    Raises his attack speed by 30% for 30 sec.

Group plan
Tank

Clear the trash waves, then hold Gorosh. Mortal Strike plus Bloodlust spikes your damage taken, so keep a defensive cooldown ready.

Healer

Mortal Strike halves your heals on the tank for 5 sec. Top the tank before it lands and use cooldowns early.

Damage

Ranged 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.

Grizzle

Level 54 elite · Ring of Law; one random boss after the trash waves

Optional

Arena brute with Ground Tremor stuns, Cleave and Enrage; ranged and healers stay far back while melee attack from behind.

Watch for
  • Ground TremorStay back

    Stuns everyone near him for 2 sec.

  • CleaveNot in front

    Hits his target and up to 2 players next to it.

  • EnrageHeal through

    Raises his attack speed by 60% and his physical damage for 2 min.

Group plan
Tank

Hold him still and face him away from melee for Cleave. Ground Tremor stuns you too, so build a threat lead before Enrage.

Healer

Heal from max range to stay out of Ground Tremor. Use cooldowns on the tank once he enrages.

Damage

Ranged 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.

Eviscerator

Level 54 elite · Ring of Law; one random boss after the trash waves

Optional

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 VolleyResistance

    3 sec cast that hits nearby players with Shadow damage.

  • Vicious RendHeal through

    Physical damage on his target every 3 sec for 15 sec.

  • Anti-Magic ShieldBurst

    2 sec cast that makes him immune to magic for 10 sec.

Group plan
Tank

Hold him in the arena center. Vicious Rend bleeds you, so stay topped before each volley.

Healer

Priests cast Shadow Protection before the fight. Keep the group topped for Shadow Bolt Volley and heal the tank's bleed.

Damage

Physical 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.

Ok'thor the Breaker

Level 53 elite · Ring of Law; one random boss after the trash waves

Optional

Arena caster with Arcane Explosion, Slow and Polymorph; ranged stay far back and dispel Polymorph off the healer fast.

Watch for
  • Arcane BoltHeal through

    1 sec cast; Arcane damage to one player.

  • Arcane ExplosionStay back

    Arcane damage to everyone near him.

  • PolymorphDispel magic

    Turns a player into a sheep for up to 20 sec; any damage breaks it.

  • SlowStay back

    Slows the attack speed and movement of players near him.

Group plan
Tank

Hold him in place; Slow and Arcane Explosion hit melee hardest. Keep your health high for the Arcane bursts.

Healer

Stand at max range. If he sheeps you, a priest or paladin can dispel it.

Damage

Ranged 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.

Anub'shiah

Level 54 elite · Ring of Law; one random boss after the trash waves

Optional

Undead warlock with curses, Enveloping Web and Banish; decurse Curse of Tongues and heal players caught in webs.

Watch for
  • Curse of TonguesRemove curse

    Curse on nearby players that slows casting by 50% for 15 sec.

  • Curse of WeaknessRemove curse

    Curse that lowers the physical damage a player deals.

  • Enveloping WebHeal through

    Roots a player, slows their attacks and stops their spellcasting for 8 sec.

  • BanishHeal through

    Banishes a player; they can't act or be hit until it ends.

  • Shadow BoltInterrupt

    3 sec cast; Shadow damage to one player.

Group plan
Tank

Hold her in the arena center. A web or Banish can stop you for a few seconds, so build a threat lead early.

Healer

Top up anyone webbed; they can't move or cast. Ask a mage or druid to remove Curse of Tongues from you first.

Damage

Spread 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.

Hedrum the Creeper

Level 53 elite · Ring of Law; one random boss after the trash waves

Optional

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 PoisonCure poison

    Poison on his target that stuns them for 8 sec.

  • Baneful PoisonCure poison

    Nature damage to players near him, then more every 5 sec for 2 min.

  • Web ExplosionStay back

    Roots everyone near him for 10 sec.

Group plan
Tank

Hold him in the arena center. Paralyzing Poison stuns you for 8 sec, so build threat early and call for a poison cure.

Healer

Cure poisons on the tank first, then melee. Heal through Baneful Poison's Nature damage, and keep sightlines while others are webbed.

Damage

Ranged 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.

Theldren

Level 60 elite · Ring of Law, called with a Banner of Provocation

Optional

Optional gladiator team: Theldren with four random companions; mark a kill order, crowd control the rest and heal through Mortal Strike.

Watch for
  • Mortal StrikeHeal through

    Weapon hit that cuts the target's healing by 50% for 10 sec.

  • Intimidating ShoutStay back

    Paralyzes his target with fear for 8 sec and makes nearby players flee.

  • InterceptTank

    Charges a player and stuns them for 3 sec.

  • HamstringTank

    Slows a player's movement by 50% for 15 sec.

  • Demoralizing ShoutTank

    Lowers the attack power of players within 10 yards for 30 sec.

Group plan
Tank

Place 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.

Healer

Mortal Strike halves healing on its target for 10 sec. Start big heals early and save cooldowns for the tank.

Damage

Kill 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.

Pyromancer Loregrain

Level 52 elite · End of the Shrine of Thaurissan hallway

Optional

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 TotemKill adds

    Totem at his feet that attacks a nearby player every 2 sec for 35 sec.

  • Fire WardPurge

    Shield that absorbs Fire damage for 1 min.

  • Flame ShockDispel magic

    Fire damage, then more Fire damage every 3 sec for 12 sec.

  • Molten BlastHeal through

    2 sec cast; Fire damage to one player.

Group plan
Tank

Hold him in place facing away from the group. Control or kill his two adds quickly.

Healer

Group damage rises while the totem is up. Dispel Flame Shock from the tank and top off anyone the totem hits.

Damage

Kill 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.

Warder Stilgiss

Level 56 elite · The Black Vault, with his hound Verek

Optional

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
  • FrostboltInterrupt

    3 sec cast; Frost damage and a movement slow for 4 sec.

  • Frost NovaStay back

    Frost damage that roots everyone near him for up to 8 sec.

  • Frost WardPurge

    Shield that absorbs Frost damage for 1 min.

  • Frost ArmorTank

    Slows the movement and attack speed of melee attackers.

Group plan
Tank

Clear the room before pulling. Hold Stilgiss and Verek; Frost Armor slows your swings, so lean on threat abilities.

Healer

Stand out of Frost Nova range. Heal Frostbolt damage, and watch the tank when Verek enrages.

Damage

Agree 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.

Verek

Level 55 elite · The Black Vault, at Warder Stilgiss's side

Optional

Stilgiss's demon hound; curses the tank to take more physical damage, gains extra attacks with Thrash and can enrage.

Watch for
  • Curse of BloodRemove curse

    Curse that raises the physical damage a player takes for 10 min.

  • ThrashTank

    Gives him 2 extra attacks at once.

  • EnrageHeal through

    Raises his attack speed by 30% and his physical damage for 2 min.

Group plan
Tank

Hold Verek with Stilgiss, or give him to an off-tank. Get Curse of Blood removed; it raises the physical damage you take.

Healer

Expect tank damage to climb under Curse of Blood, on Thrash and when Verek enrages. Save a cooldown for his Enrage.

Damage

Follow 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.

Watchman Doomgrip

Level 55 elite · Black Vault, after all twelve Relic Coffers are opened

Optional

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.

Watch for
  • Sunder ArmorTank

    Lowers his target's armor; stacks up to 5 times for 30 sec.

  • Drink Healing PotionBurst

    Drinks a potion to heal himself.

Group plan
Tank

Open 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.

Healer

Expect rising tank damage as Sunder Armor stacks. Drink between constructs when you can.

Damage

Kill 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.

Fineous Darkvire

Level 54 elite · Patrols the ramp in the Hall of Crafting

Optional

Paladin foreman who heals himself with Holy Light and kicks casters; interrupt every heal and loot Ironfel for Dark Iron Legacy.

Watch for
  • Holy LightInterrupt

    2.5 sec cast that heals himself.

  • Holy StrikeTank

    Adds Holy damage to his next melee hit.

  • Seal of ReckoningPurge

    Seal that heals him each time he strikes.

  • KickStay back

    Interrupts a spell and locks that school for 6 sec.

Group plan
Tank

Clear the ramp's end first, then pull him to you as he patrols. He hits hard with Holy Strike, so keep a cooldown ready.

Healer

Stay out of melee so his Kick can't lock your heals. Heal the tank through Holy Strike hits.

Damage

Interrupt 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.

Lord Incendius

Level 55 elite · The Black Anvil, a platform over lava in Shadowforge City

Optional

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 BlowTank

    Hits his target and knocks them back.

  • Fire StormMove

    Pillar of flame on an area that keeps burning for 30 sec.

  • Fiery BurstHeal through

    1.5 sec cast; Fire damage to everyone in an area.

  • Curse of the Elemental LordRemove curse

    Curse on players in range that lowers Fire Resistance by 100 for 1 min.

Group plan
Tank

Put 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.

Healer

Stand away from the edges and move out of Fire Storm. Get Curse of the Elemental Lord removed from the tank.

Damage

Stay 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.

Bael'Gar

Level 54 elite · End of the Dark Iron Highway, by the sealed gate

Optional

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.

Watch for
  • Magma SplashNot in front

    Splashes his target with magma that burns over time and melts armor.

  • Summon Spawn of Bael'GarKill adds

    4 sec cast that calls an add and burns players in the target area.

Group plan
Tank

Turn him to face a wall. Pick up each Spawn of Bael'Gar as it appears.

Healer

Heal the tank through Magma Splash burns. Watch for fire damage where a spawn lands.

Damage

Stand 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.

General Angerforge

Level 57 elite · Downstairs in the West Garrison

Optional

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 ArmorTank

    Lowers his target's armor; stacks up to 5 times for 30 sec.

  • FlurryHeal through

    Raises his attack speed by 30% for his next few swings.

  • EnrageHeal through

    Short enrage that raises his attack speed by 30% for 5 sec.

Group plan
Tank

Pull him with a ranged ability and back him into the entry corner. When reinforcements come, grab them with area threat or Challenging Shout.

Healer

Expect tank damage to climb as Sunder Armor stacks. Save mana for the reinforcement wave at low health.

Damage

Kill 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 Lord Argelmach

Level 57 elite · The Manufactory, with his golem guards

Optional

Golem master with Lightning Shield and Chain Lightning; clear his golem guards first and spread out for Chain Lightning.

Watch for
  • Lightning ShieldPurge

    Lightning that can strike his attackers; up to 3 charges.

  • Chain LightningSpread out

    3 sec cast; Nature damage that jumps to up to 5 players.

  • ShockHeal through

    Instant Nature damage to one player.

Group plan
Tank

Clear the room, then pull and hold his two golem guards first. Pick up Argelmach once they are down.

Healer

Pace your mana for the golems. Heal players hit by Chain Lightning and melee hit by Lightning Shield.

Damage

Kill 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.

Ribbly Screwspigot

Level 53 elite · The Grim Guzzler, with his cronies

Optional

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.

Watch for
  • GougeTank

    Stuns his target for up to 4 sec; damage breaks it.

  • HamstringTank

    Slows his target's movement by 60% for 10 sec.

Group plan
Tank

Talk 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.

Healer

Stay clear of the bar patrons. A gouged tank stops attacking, so watch for cronies loose on the group.

Damage

Pick 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.

Hurley Blackbreath

Level 55 elite · Grim Guzzler; break the three storeroom kegs to call him

Optional

Drunk brawler who arrives with elite cronies when the Thunderbrew kegs break; face him away and control the cronies.

Watch for
  • Flame BreathNot in front

    2 sec cast; Fire damage in a cone in front of him.

  • Drunken RageHeal through

    Raises his attack speed by 50% and his physical damage for 15 sec.

Group plan
Tank

Break the kegs, then stand back with the group in a corner. Grab Hurley and face him away from everyone.

Healer

Expect damage bursts during Drunken Rage. Stay out of his front and away from neutral bar patrons.

Damage

Crowd 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.

Plugger Spazzring

Level 55 elite · At the bar in the Grim Guzzler

Optional

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 BoltHeal through

    3 sec cast; Shadow damage to one player.

  • ImmolateDispel magic

    Fire damage, then more Fire damage every 3 sec for 21 sec.

  • Curse of TonguesRemove curse

    Curse that slows a player's casting by 50% for 15 sec.

  • BanishHeal through

    Banishes a player; they can't act or be hit until it ends.

Group plan
Tank

Pull him away from the bar patrons; stealing goods, picking his pocket or attacking him turns them hostile. He can't be stunned or interrupted.

Healer

Dispel Immolate and have Curse of Tongues removed from you. Heal through his Shadow Bolts.

Damage

Stay 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.

Phalanx

Level 55 elite · Guards the Grim Guzzler's rear exit

Optional

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 BlowTank

    Hits his target and knocks them back.

  • ThunderclapStay back

    Nature damage to players near him; slows attacks by 33% and movement by 40% for 10 sec.

  • Fireball VolleyHeal through

    Fire damage to all nearby players.

Group plan
Tank

Hold him near the door with your back to a wall or corner so Mighty Blow can't push you into the bar crowd.

Healer

Keep everyone topped for Fireball Volley. Stand back from Thunderclap.

Damage

Ranged 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.

Ambassador Flamelash

Level 57 elite · Chamber of Enchantment, beyond the Grim Guzzler

Optional

Fire ambassador who draws Burning Spirits from the room's runes; kill each spirit before it reaches him or he hits harder.

Watch for
  • Burning SpiritKill adds

    Each spirit that reaches him adds a stack that raises his damage.

  • Fire BlastHeal through

    Instant Fire damage to his target.

Group plan
Tank

Hold him in the middle of the room. Save defensive cooldowns for the end, when spirit stacks make him hit hardest.

Healer

Heal the tank's Fire Blast damage. Watch for rising damage if spirits get through.

Damage

Kill 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.

Panzor the Invincible

Level 57 rare elite · Mold Foundry; a rare spawn that isn't always there

Rare

Rare golem in the Mold Foundry that reflects spells; clear nearby adds and keep casters from feeding his reflection.

Watch for
  • Spell ReflectionStay back

    Can bounce spells cast on him back at the caster.

Group plan
Tank

Clear the nearby adds, then tank him in place. Your physical attacks can't be reflected.

Healer

Heal the tank and any caster hit by a reflected spell.

Damage

Melee 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.

The Seven

Level 55-57 elite · Summoners' Tomb, past the Mold Foundry

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 WallTank

    Anger'rel cuts the damage he takes by 75% for 10 sec.

  • Sunder ArmorTank

    Anger'rel lowers the tank's armor; stacks up to 5 times.

  • Frost NovaStay back

    Seeth'rel roots nearby players for up to 8 sec.

  • Cone of ColdNot in front

    Seeth'rel's Frost damage in a cone that slows movement for 8 sec.

  • GougeTank

    Dope'rel stuns his target for up to 4 sec; damage breaks it.

  • EvasionTank

    Dope'rel raises his dodge chance by 50% for 15 sec.

  • Mortal StrikeHeal through

    Gloom'rel's hit that cuts healing on the target by 50% for 5 sec.

  • HealInterrupt

    Vile'rel's 3.5 sec cast heal.

  • Prayer of HealingInterrupt

    Vile'rel's 3 sec cast group heal.

  • Shadow ShieldPurge

    Hate'rel's shield that absorbs damage and hurts melee attackers.

  • Shadow Bolt VolleyHeal through

    Doom'rel's 3 sec cast; Shadow damage to nearby players.

  • Summon VoidwalkersKill adds

    Doom'rel calls Voidwalker adds.

Group plan
Tank

Talk 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.

Healer

Drink between spirits when you can. Watch the tank on Gloom'rel's Mortal Strike and the group on Doom'rel's Shadow Bolt Volley.

Damage

Kill 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.

Guide map
Sourcesraw.githubusercontent.com/azerothcore/azerothcore-wotlk/master/src/server/scripts/EasternKingdoms/BlackrockMountain/BlackrockDepths/boss_tomb_of_seven.cppraw.githubusercontent.com/azerothcore/azerothcore-wotlk/master/src/server/scripts/EasternKingdoms/BlackrockMountain/BlackrockDepths/instance_blackrock_depths.cppraw.githubusercontent.com/azerothcore/azerothcore-wotlk/master/data/sql/base/db_world/smart_scripts.sqlicy-veins.com/wow-classic/blackrock-depths-upper-city-dungeon-guidewarcrafttavern.com/wow-classic/guides/blackrock-depthsalmarsguides.com/wow/instances/classic/BlackrockDepths/warcraft.wiki.gg/wiki/The_Sevenclassicdb.ch/?npc=9034classicdb.ch/?npc=9035classicdb.ch/?npc=9036classicdb.ch/?npc=9037classicdb.ch/?npc=9038classicdb.ch/?npc=9039classicdb.ch/?npc=9040wowhead.com/classic/npc=9034wowhead.com/classic/npc=9035wowhead.com/classic/npc=9036nether.wowhead.com/tooltip/npc/9034?dataEnv=16nether.wowhead.com/tooltip/npc/9035?dataEnv=16nether.wowhead.com/tooltip/npc/9036?dataEnv=16nether.wowhead.com/tooltip/npc/9037?dataEnv=16nether.wowhead.com/tooltip/npc/9038?dataEnv=16nether.wowhead.com/tooltip/npc/9039?dataEnv=16nether.wowhead.com/tooltip/npc/9040?dataEnv=16nether.wowhead.com/tooltip/spell/15062?dataEnv=4nether.wowhead.com/tooltip/spell/11971?dataEnv=4nether.wowhead.com/tooltip/spell/12674?dataEnv=4nether.wowhead.com/tooltip/spell/15244?dataEnv=4nether.wowhead.com/tooltip/spell/12540?dataEnv=4nether.wowhead.com/tooltip/spell/15087?dataEnv=4nether.wowhead.com/tooltip/spell/13737?dataEnv=4nether.wowhead.com/tooltip/spell/15586?dataEnv=4nether.wowhead.com/tooltip/spell/15585?dataEnv=4nether.wowhead.com/tooltip/spell/12040?dataEnv=4nether.wowhead.com/tooltip/spell/15245?dataEnv=4nether.wowhead.com/tooltip/spell/15092?dataEnv=4warcraft.wiki.gg/wiki/Seeth'rel

Magmus

Level 57 elite · Iron Hall, past the two Lyceum braziers

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 BurstHeal through

    Fire damage to everyone in an area.

  • War StompStay back

    Damages players near him, knocks them back and stuns them for 8 sec.

Group plan
Tank

Light both Lyceum braziers to open the hall. Tank him in one spot between the fire lines; War Stomp stuns and knocks you back.

Healer

Stand between the statues, out of the fire and out of War Stomp range. Heal through Fiery Burst.

Damage

Stay 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.

Emperor Dagran Thaurissan

Level 59 elite · The Imperial Seat, the last room of the dungeon

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 ThaurissanHeal through

    Fire damage that stuns a player for 5 sec.

  • Avatar of FlameTank

    For 10 sec he is immune to magic and his hits add Fire damage.

  • IronfoeTank

    His hammer can grant extra attacks and a short critical strike boost.

Group plan
Tank

Clear the room's trash first or he calls it in. Hold him through Avatar of Flame and Ironfoe procs; your damage taken spikes hard.

Healer

Expect Hand of Thaurissan stuns and big tank spikes. Assign an interrupter for Moira's Heal before the pull.

Damage

Interrupt 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.

Princess Moira Bronzebeard

Level 58 elite · The Imperial Seat, at the Emperor's side

Optional

Priest who heals the Emperor and casts Shadow spells; interrupt or crowd control her, and spare her for The Royal Rescue.

Watch for
  • HealInterrupt

    3.5 sec cast that heals the Emperor or herself.

  • RenewInterrupt

    Heal over time on an ally.

  • Mind BlastInterrupt

    1.5 sec cast; Shadow damage to one player.

  • Shadow BoltInterrupt

    3 sec cast; Shadow damage to one player.

  • Shadow Word: PainHeal through

    Shadow damage every 3 sec for 18 sec.

Group plan
Tank

If you spare her, leave her to crowd control and hold the Emperor. If you kill her, an interrupter keeps her heals down.

Healer

Heal through her Shadow damage. Remind interrupters to stop her Heal on the Emperor.

Damage

Interrupt 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.