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City of Dalaran

Levels 28-348 bosses

Silverpine Forest (69.2, 45.6), lake-facing sewer grate beside Dalaran; Forever beta report.

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Atrexis the Grave Knight

Level ?? elite · Circle of Wills, the central room of the Dalaran Sewers

Tank-and-spank elite that hits the tank hard, disarms, and keeps raising non-elite skeletons until he dies.

Watch for
  • ThrashTank

    Gives him 2 extra attacks at once, so tank damage comes in spikes.

  • StrikeTank

    Next melee swing hits for weapon damage plus 8.

  • DisarmTank

    Takes the tank's weapon away for 6 sec.

  • Unholy FrenzyPurge

    Magic buff: raises an ally's attack speed by 75% for 20 sec; he casts it on himself and his allies.

  • Raise DeadKill adds

    Summons non-elite skeletons through the whole fight.

Group plan
Tank

Wear a shield. Kill a couple of the Kirin Tor Necromancers that patrol with him before the pull. Build threat on each new skeleton before the group uses area damage, and keep threat through Disarm.

Healer

Keep steady heals on the tank; Thrash, Strike and Unholy Frenzy make his damage spike. If a skeleton turns on you, move toward the tank so it can be picked up.

Damage

Kill the first few skeletons, then focus the boss. Hold area damage until the tank has threat on the adds; early AoE is the usual way this fight goes wrong.

Each class
  • Druid · your class

    In Bear Form, Swipe hits three targets and gathers skeletons, and Faerie Fire is free in form. Resto druids keep Rejuvenation on the tank through Thrash.

  • Hunter · your class

    Send your pet onto skeletons the tank missed. If one reaches you, drop Freezing Trap at your feet; traps now work in combat.

  • Mage · your class

    Frost Nova and Cone of Cold (26) hold skeletons that slip past the tank. Wait for tank threat before Blizzard.

  • Paladin · your class

    Tanks use Righteous Fury, Seal of Fury and Consecration to grab each skeleton wave. Holy paladins save Lay on Hands for a Thrash spike.

  • Priest · your class

    Put Power Word: Shield on the tank before Thrash spikes and keep Renew rolling. Use Fade if a new skeleton runs at you.

  • Rogue · your class

    Hit Atrexis from behind and swap to skeletons that reach casters. Use Evasion if skeletons turn on you, or Vanish (22) to drop them.

  • Shaman · your class

    Purge Unholy Frenzy off Atrexis when he gains it. Drop Stoneclaw Totem to pull loose skeletons and Magma Totem (26) to burn them.

  • Warlock · your class

    Have the Voidwalker Torment loose skeletons, or Fear one off the healer. Wait for tank threat before Rain of Fire or Hellfire (30).

  • Warrior · your class

    Wear a shield and Thunder Clap each skeleton wave; it now works in Defensive Stance. Disarm takes your weapon for 6 sec, so keep Shield Block up.

Lyn the Ignored

Level ?? rare elite · Small purple summoning circle in the north sewer room past Atrexis

Rare

Secret rare elite summoned with Tome of Dalaran; group-wide Shadow Bolt Volleys, a curse that punishes attackers, and skeleton adds.

Watch for
  • Shadow Bolt VolleyStay back

    Shadow damage to every player within 30 yards; stand beyond 30 yards to be out of reach.

  • Curse of ThornsRemove curse

    3 min curse: each attack has a 50% chance to deal 19 to 41 damage to the attacker.

  • Raise DeadKill adds

    Summons two non-elite skeletons.

Group plan
Tank

Use Tome of Dalaran on the small purple circle beyond Atrexis to summon Lyn. Hold Lyn and pick up the skeletons from Raise Dead. Ask for a decurse when Curse of Thorns lands on you.

Healer

Heal through repeated Shadow Bolt Volleys; standing beyond 30 yards keeps you out of them. Watch cursed players, since their own attacks can hurt them.

Damage

Kill skeletons as they appear. Ranged whose spells reach past 30 yards stand there to outrange the volley. Mages and druids remove Curse of Thorns from the tank and melee.

Each class
  • Druid · your class

    Cast Remove Curse (24) on anyone with Curse of Thorns, tank first. Bear tanks Swipe the skeletons in next to Lyn.

  • Hunter · your class

    Fight from beyond 30 yards to stay out of Shadow Bolt Volley. Set your pet on the skeletons so they never reach the healer.

  • Mage · your class

    Cast Remove Lesser Curse on Curse of Thorns, tank first, then melee. Fireball reaches 35 yards, so cast it from past 30 to stay out of the volley.

  • Paladin · your class

    Run Shadow Resistance Aura (28) against the volleys. Tanks use Consecration to hold skeletons. You cannot remove the curse, so call a mage or druid.

  • Priest · your class

    Cast Shadow Protection (30) on the group before the summon. Heal from beyond 30 yards; you cannot remove Curse of Thorns, so ask a mage or druid.

  • Rogue · your class

    Wowhead warns Curse of Thorns hurts rogues most, since your many attacks keep triggering it. Ask a mage or druid to remove it, and use Evasion if skeletons turn on you.

  • Shaman · your class

    Keep Healing Stream Totem down and use Lesser Healing Wave through the volleys. Drop Stoneclaw Totem to pull skeletons off casters.

  • Warlock · your class

    Soulstone the healer before you use the Tome. Corruption and Bane of Agony reach 30 yards; with Grim Reach they reach past the volley's 30-yard range.

  • Warrior · your class

    Tank Lyn and Thunder Clap the skeletons. Curse of Thorns can hurt you each time you attack, so ask a mage or druid to remove it fast.

Arcane Anomaly

Level ?? elite · Krasus' Landing, up the stairs to the right after leaving the sewers

Optional

Elemental that hits the tank hard and casts Focal Blast, a rotating beam that kills anyone who stays in its path.

Watch for
  • Arcane BoltHeal through

    2 sec cast; Arcane damage on its target, usually the tank.

  • Focal BlastMove

    Channeled beam in front of it that sweeps the room, hitting for 33 to 37 Arcane every 0.3 sec.

Group plan
Tank

Keep it inside the circle on the platform; small adds spawn at the room's edge on the pull. It hits hard in melee, with Arcane Bolt on top.

Healer

Stay inside the platform circle, away from the edge adds. When Focal Blast starts, move with the group and top off anyone the beam clips.

Damage

Stay inside the circle. When Focal Blast starts, watch which way it turns, since guides report both directions, and move into the part it has already swept.

Each class
  • Druid · your class

    Most mobs here are immune to Arcane, so cast Wrath, not Moonfire or Starfire. In Cat Form, Dash (26) gets you clear if the beam turns toward you.

  • Hunter · your class

    Skip Arcane Shot; most mobs here are immune to Arcane. Lead with Serpent Sting and Aimed Shot, and stay inside the platform circle.

  • Mage · your class

    Use Frostbolt or Fireball; most mobs here are immune to Arcane. Blink clear if the beam turns toward you.

  • Paladin · your class

    Run Devotion Aura for the tank's heavy melee damage. Holy paladins keep Flash of Light ready for anyone Focal Blast clips.

  • Priest · your class

    Keep Power Word: Shield on the tank for Arcane Bolt and heavy melee. Move around the beam with the group and stay inside the circle.

  • Rogue · your class

    Stay behind the boss and move with the group when the beam starts. Use Sprint if Focal Blast turns toward you.

  • Shaman · your class

    Place totems in the middle of the platform so they stay in range while you step around the beam. Totemic Projection (22) moves them.

  • Warlock · your class

    Shadow and Fire both work here. Keep DoTs rolling so you lose little damage while moving around Focal Blast.

  • Warrior · your class

    Hold the boss in the center with Sunder Armor and Revenge. Shield Wall (28) covers the worst tank damage; turn with the group when the beam starts.

Mana Devourer

Level ?? elite · Outside the entrance to the Violet Hold

Optional

Arcane-immune demon that drains the group's mana with Debilitate and DoTs the tank; kill it before the casters run dry.

Watch for
  • Drain VitalityDispel magic

    Arcane hit plus a 10 sec Arcane DoT on its target; a magic effect.

  • DebilitateBurst

    2 sec cast; hits the whole group for Arcane damage and drains up to 200 mana from each player.

Group plan
Tank

Clear every mob in the room first; anything left alive joins the fight. Drain Vitality keeps ticking on you, so use defensive cooldowns when it stacks with melee.

Healer

Start at full mana. Debilitate hits the whole group and drains mana. Keep everyone topped between casts; priests dispel Drain Vitality from the tank.

Damage

Burn it fast; the fight is a race against your mana. It is immune to Arcane, so skip Arcane spells and shots. Drink to full before the pull.

Each class
  • Druid · your class

    It is immune to Arcane: skip Moonfire and Starfire and use Wrath or Cat Form. Resto druids use Tranquility (30) after a Debilitate.

  • Hunter · your class

    Skip Arcane Shot; it is immune to Arcane. Debilitate drains your mana too, so lean on Serpent Sting, Aimed Shot and auto shots.

  • Mage · your class

    It is immune to Arcane, so use Frostbolt, Fireball and Scorch. Carry a Mana Agate (28) and save Evocation until a few Debilitates land.

  • Paladin · your class

    Exorcism works on demons, so open with it. Holy paladins drink to full first and keep Blessing of Wisdom on themselves.

  • Priest · your class

    Dispel Magic removes Drain Vitality from the tank. Keep Renew on the tank and use Prayer of Healing (30) after a Debilitate.

  • Rogue · your class

    Debilitate drains mana, not energy, so your damage stays full. Keep Slice and Dice up and push damage; the fight is a race.

  • Shaman · your class

    Drop Mana Spring Totem (26) for the casters. Lightning Bolt and Flame Shock work on it; Resto shamans keep Healing Stream Totem down.

  • Warlock · your class

    Shadow and Fire both work on it. Life Tap restores mana Debilitate drains, but each tap costs the healer mana; tap only with health to spare.

  • Warrior · your class

    Clear the room before the pull. Debilitate cannot drain Rage, so keep Demoralizing Shout and Shield Block going while the casters race the drain.

Fel Ancient

Level ?? elite · Runeweaver Square in the city center, behind a barrier

Optional

Demon ancient that roots players with Entangle and drops poisonous green pools; being rooted inside a pool is the main danger.

Watch for
  • TrampleHeal through

    Physical damage to every player close to it.

  • EntangleDispel magic

    Roots up to two nearby players and deals Nature damage every 3 sec; a magic effect.

  • Fel TimbersMove

    Vines hit near a player for Nature damage and leave fumes that deal Nature damage every sec for 10 sec.

Group plan
Tank

Speak to Grindle Firespark and the nearby NPCs to drop the barrier. Move the Ancient out of green pools as they land. Trample hits everyone close, so keep only melee near it.

Healer

Watch rooted players, most of all anyone stuck in a green pool. Priests dispel Entangle and paladins use Blessing of Freedom. Stay out of Trample range.

Damage

Leave green pools at once. If Entangle roots you in one, call for Blessing of Freedom or a dispel. Ranged stay away from the Ancient to avoid Trample.

Each class
  • Druid · your class

    Shifting forms breaks Entangle's root, so shift and walk out of the pool. Resto druids keep Rejuvenation on rooted players.

  • Hunter · your class

    Keep your pet on the boss and stand at range, out of Trample. Once a root in a pool ends, Aspect of the Cheetah (20) gets you out fast.

  • Mage · your class

    Blink breaks Entangle's root; use it to leave a green pool. Fire and Frost both work on it. Keep your distance from Trample.

  • Paladin · your class

    Cast Blessing of Freedom (18) on anyone Entangle roots in a green pool, yourself included. Exorcism works on this demon.

  • Priest · your class

    Entangle is magic, so Dispel Magic frees a rooted player. Free whoever stands in a pool first, then heal the Nature damage.

  • Rogue · your class

    Watch the ground under you. If Entangle roots you in a green pool, call for Dispel Magic or Blessing of Freedom, then Sprint out.

  • Shaman · your class

    Drop Nature Resistance Totem (30); Entangle and Fel Timbers deal Nature damage. Healing Stream Totem helps rooted players in pools.

  • Warlock · your class

    Stay at range, out of Trample. Curse of the Elements now covers every magic school, so it raises your Shadow and Fire damage here.

  • Warrior · your class

    Drag the Ancient out of each green pool as it lands. Keep Demoralizing Shout up to soften Trample on the melee around it.

Unstable Sentinel

Level ?? elite · Magus Commerce Exchange, on the north side of the city

Optional

Elemental with a frontal cleave and Malfunction, a pulsing Arcane burst that hits everyone within 25 yards.

Watch for
  • Arcing SmashNot in front

    Cone attack that hits everyone in front of it.

  • MalfunctionStay back

    2 sec wind-up, then an Arcane Explosion every 2 sec hits players within 25 yards for 6 sec.

Group plan
Tank

Kill the Angry Tomes that spawn from the buildings before the pull. Face the Sentinel away from the group for Arcing Smash. A stun before Malfunction starts stops it.

Healer

Stay beyond 25 yards the whole fight; Malfunction cannot reach you there. Heal the tank and any melee caught in Malfunction.

Damage

Ranged stay at max range. Melee stand behind it and run past 25 yards at the Malfunction wind-up. Stun it before the cast when you can.

Each class
  • Druid · your class

    Bash (14) the Sentinel before Malfunction to stop it. In Cat Form, Dash (26) clears 25 yards fast when the wind-up starts.

  • Hunter · your class

    Stand past 25 yards and Malfunction never reaches you. Keep your pet behind the boss, out of Arcing Smash.

  • Mage · your class

    Cast from max range, beyond 25 yards. Frostbolt and Fireball both work; Blink buys distance if you drift in.

  • Paladin · your class

    Use Hammer of Justice before Malfunction starts to stop it. Tanks face Arcing Smash away from the group.

  • Priest · your class

    Heal from beyond 25 yards so Malfunction never reaches you. Shield melee who are slow to run out.

  • Rogue · your class

    Kidney Shot (30) before the cast stops Malfunction. Otherwise Sprint past 25 yards at the wind-up, then return behind it.

  • Shaman · your class

    Cast from past 25 yards. Resto shamans drop Healing Stream Totem near the tank; melee shamans run out at the wind-up.

  • Warlock · your class

    Stay past 25 yards with DoTs up. Keep your Voidwalker behind the boss, out of Arcing Smash; an Imp stays at range with you.

  • Warrior · your class

    Tanks face it away from the group. At 30, Intercept stuns from Berserker Stance; DPS warriors use it to stop Malfunction before the cast.

Arcanic Enigma

Level ?? elite · Path of Renewal, in the northeast of the city

Optional

Elemental caster with two Mana Phantoms, a stream of Manalings, a dispellable Manamorph polymorph and an area Silence.

Watch for
  • Mana BurnInterrupt

    The two Mana Phantoms at the pull burn their target's mana; interrupt or stun every cast.

  • ManamorphDispel magic

    Polymorphs a random player for 8 sec; a magic effect that can be dispelled.

  • SilenceStay back

    Silences players near the boss for 10 sec.

  • Summon ManalingKill adds

    Keeps summoning small Arcane Manalings through the fight.

Group plan
Tank

Pick up the boss and both Mana Phantoms, then grab Manalings as they spawn so the group can cleave them. Keep the boss away from the healer so Silence misses them.

Healer

Stand far from the boss so Silence cannot reach you. Priests dispel Manamorph at once. Watch whoever the Mana Phantoms are burning.

Damage

Kill both Mana Phantoms first and interrupt or stun every Mana Burn; no new Phantoms spawn. Cleave the Manalings as they come, then the boss.

Each class
  • Druid · your class

    Method says Manamorph does not work on Cat Form druids, so ferals stay in Cat. Bear tanks Bash (14) a Mana Phantom's Mana Burn.

  • Hunter · your class

    You have no trained interrupt, so burn the Mana Phantoms with your pet and Aimed Shot. Multi-Shot the Manalings once the Phantoms are dead.

  • Mage · your class

    Most mobs here are immune to Arcane, so Counterspell may fail on the Phantoms; leave Mana Burn to stuns and cleave Manalings with Cone of Cold (26).

  • Paladin · your class

    Hammer of Justice a Mana Phantom to stop its Mana Burn. You have no magic dispel at this level, so call a priest for Manamorph.

  • Priest · your class

    Dispel Magic removes Manamorph; clear it fast. Heal from far away to stay out of Silence, and shield whoever the Phantoms burn.

  • Rogue · your class

    Kick every Mana Burn from the Mana Phantoms, with Kidney Shot (30) as backup. Then swap to the Manalings and the boss.

  • Shaman · your class

    Earth Shock interrupts a Mana Phantom's Mana Burn. Drop Magma Totem (26) for the Manalings; you cannot dispel Manamorph, so call a priest.

  • Warlock · your class

    Fear a Mana Phantom if no interrupt is free. Rain of Fire the Manalings once the tank holds them, and Life Tap if Mana Burn empties you.

  • Warrior · your class

    Shield Bash every Mana Burn from the Mana Phantoms. Thunder Clap and Cleave the Manalings as they spawn, then turn on the boss.

Shade of the Archmage

Level ?? elite · The Purple Parlor, through the portal in the main tower

Final caster boss that spends mana on Arcane spells, then casts Mass Polymorph and Evocation to refill and start the cycle again.

Watch for
  • Arcane BoltHeal through

    1.5 sec cast; heavy Arcane damage on the tank.

  • Bounding ManaSpread out

    Orb flies to a random player and back; anyone in its path takes 285 to 315 Arcane and a 6 sec silence.

  • Arcane ExplosionStay back

    Arcane damage to everyone near him.

  • SlowStay back

    Slows nearby players' attacks, casts and movement for 3 sec.

  • Mass PolymorphMove

    At 0 mana, polymorphs everyone near him for up to 8 sec.

  • EvocationBurst

    6 sec channel that refills his mana; the cycle then restarts.

  1. Mana phaseUntil his mana runs out

    He casts Arcane Bolt on the tank, Arcane Explosion on players near him, Slow and Bounding Mana. Spread out and keep casters at max range.

  2. Mass Polymorph and EvocationAt 0 mana

    He casts Mass Polymorph, then channels Evocation to refill his mana. Casters can hide behind the wall; never pull him out of the room, or he fully resets.

Group plan
Tank

Speak to the NPC in the main tower to open the Purple Parlor portal. Tank him inside the room; he resets if he leaves it. Move him off the spot where Bounding Mana was cast.

Healer

Heal from max range, out of Arcane Explosion. Spread from others for Bounding Mana. Hide behind the wall when Mass Polymorph comes to keep healing time.

Damage

Spread out and never stand between the Bounding Mana target and the boss. Casters stay at max range, out of Arcane Explosion.

Each class
  • Druid · your class

    Most mobs here are immune to Arcane, so cast Wrath. Keep Rebirth (20) ready for anyone Bounding Mana kills, and hide behind the wall at Mass Polymorph.

  • Hunter · your class

    Stand at max range and spread for Bounding Mana. Skip Arcane Shot, and keep your pet behind him so the orb's path stays clear.

  • Mage · your class

    Cast Frostbolt or Fireball from max range and skip Arcane spells. Hide behind the wall at Mass Polymorph, then step back out.

  • Paladin · your class

    Holy paladins heal the tank through Arcane Bolt with Holy Light and save Lay on Hands for a Bounding Mana hit on top of it.

  • Priest · your class

    Shield the tank against Arcane Bolt. Stay at max range and spread for Bounding Mana; its silence stops your heals for 6 sec.

  • Rogue · your class

    You take Arcane Explosion in melee, so watch your health. After Mass Polymorph wears off, Sprint back behind him and rebuild Slice and Dice.

  • Shaman · your class

    Drop Mana Spring Totem (26) and Healing Stream Totem in the room. Grounding Totem (30) can catch a single-target spell like Arcane Bolt.

  • Warlock · your class

    Shadow and Fire both work. Soulstone the healer before the pull, and keep your pet out of Bounding Mana's path.

  • Warrior · your class

    Wear a shield, tank him in the room, and pull him off each Bounding Mana spot. Shield Wall (28) covers a rough run of Arcane Bolts.