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Dire Maul East

Levels 54-60 (Era baseline)7 bosses

Feralas [59, 45], enter the ruins, then the eastern wing; Era compound coordinates.

Checked for ForeverClassic Era habit: check in game

Pusillin

Level 57 elite · Starts left of the entrance; fights on his last platform

Optional

Chase event: talk to the imp each time he stops until he fights, then kill his Wildspawn Imps and interrupt Fireball. He drops the Crescent Key.

Watch for
  • FireballInterrupt

    3 sec cast that hits one player with Fire damage.

  • Fire BlastHeal through

    Instant Fire damage on one player. His Wildspawn Imps cast Fire Blast too.

  • Blast WaveStay back

    Fire damage to everyone near him and slower movement for 6 sec.

  • Spirit of Runn TumStay back

    He grows larger and gains a 50% chance to reflect spells back at the caster.

Group plan
Tank

Pick him up when he turns hostile at his last platform, then gather the Wildspawn Imps with area threat. Blast Wave hits everyone near him, so keep casters out of melee.

Healer

Stand clear of Blast Wave. Fire damage comes from him and every imp at once, so top off the tank and anyone the imps chase until the adds are dead.

Damage

Kill the imps first with area damage, then him. Interrupt Fireball. Spirit of Runn Tum can reflect spells, so casters wand him or use area spells.

Each class
  • Druid · your class

    Tank in Dire Bear Form and Swipe the imp pack. As a caster, Hurricane the imps instead of casting single-target spells he can reflect.

  • Hunter · your class

    Volley the imp pack, then stay on Pusillin with Auto Shot and Aimed Shot; physical shots are not spells, so his reflect cannot return them.

  • Mage · your class

    Arcane Explosion the imps, then wand him while his buff can reflect your spells. Fire Ward soaks Fire damage from him, his imps or a reflected Fireball.

  • Paladin · your class

    Holy Wrath (50) hits every imp, since they are Demons, and Consecration under the tank adds more. Fire Resistance Aura (36) trims their Fire damage.

  • Priest · your class

    Holy Nova, if you took it, hits the imps while it heals the group. Otherwise keep Renew rolling and Power Word: Shield whoever the imps chase.

  • Rogue · your class

    Kick each Fireball; Kick is physical, so his spell reflect cannot bounce it. Use Evasion if imps turn on you before the tank gathers them.

  • Shaman · your class

    Drop Fire Resistance Totem before the last talk. Magma Totem plus Fire Nova burns the imp pack; Forever's Fire Nova erupts at your active Fire totem.

  • Warlock · your class

    Subjugate Demon on one Wildspawn Imp turns it to your side; older guides call it Enslave Demon. Rain of Fire the rest, not bolts he can reflect.

  • Warrior · your class

    Thunder Clap, usable in Defensive Stance in Forever, and Demoralizing Shout gather the imps. Shield Bash his Fireball; a reflect cannot return it.

Pimgib

Level 56 elite · Upper platform up the courtyard's southeast ramp, by Lethtendris

Optional

Lethtendris's imp with low health and Fire spells; kill him first to cut the Fire damage, then turn to Lethtendris.

Watch for
  • FireballInterrupt

    3 sec cast that hits one player with Fire damage.

  • Flame BuffetDispel magic

    Fire damage on one player and more Fire damage taken for 20 sec. Magic.

  • Blast WaveStay back

    Fire damage to everyone near him and slower movement for 6 sec.

Group plan
Tank

Pull both, hold Lethtendris, and let the group burn Pimgib first. Take Pimgib back if he turns on the healer.

Healer

Expect Fire damage from Fireball and Flame Buffet. Dispel Flame Buffet, which raises Fire damage taken for 20 sec, and stay clear of Blast Wave.

Damage

Kill Pimgib first; he has low health. Interrupt his Fireball and stay out of his melee range, since Blast Wave hits everyone near him.

Each class
  • Druid · your class

    Burn Pimgib with Starfire and Wrath before you switch. In Dire Bear Form, Bash stops a Fireball aimed at the healer.

  • Hunter · your class

    Put Hunter's Mark on Pimgib so the group sees the kill target, and send your pet at him, not Lethtendris.

  • Mage · your class

    Counterspell his Fireball to lock out his Fire spells for a while. Fire Ward absorbs his Fireball and Flame Buffet damage.

  • Paladin · your class

    Fire Resistance Aura (36) cuts his Fire damage. Cleanse Flame Buffet from a player his Fire spells keep hitting.

  • Priest · your class

    Dispel Magic removes Flame Buffet, which raises Fire damage taken. Power Word: Shield whoever his Fireballs land on.

  • Rogue · your class

    Open on Pimgib and Kick his Fireball. Kidney Shot holds him while the group finishes him.

  • Shaman · your class

    Fire Resistance Totem covers his Fireball, Flame Buffet and Blast Wave. Earth Shock interrupts a Fireball.

  • Warlock · your class

    Your Felhunter's Spell Lock stops a Fireball and locks his Fire school. Devour Magic strips Flame Buffet from a party member.

  • Warrior · your class

    Hold Lethtendris while the group kills Pimgib. As damage dealer, Pummel or Shield Bash his Fireball.

Lethtendris

Level 57 elite · Upper platform up the courtyard's southeast ramp, with Pimgib

Optional

Blood elf warlock with heavy Shadow casts and two curses; interrupt Void Bolt, decurse, dispel Immolate and kill Pimgib first.

Watch for
  • Void BoltInterrupt

    4 sec cast that hits her target with heavy Shadow damage. Interrupt it every time.

  • Shadow Bolt VolleyInterrupt

    3 sec cast that hits nearby players with Shadow damage.

  • ImmolateDispel magic

    2 sec cast: Fire damage, then more every 3 sec for 21 sec. Magic.

  • Curse of TonguesRemove curse

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

  • Curse of ThornsRemove curse

    3 min Curse on her target: a 50% chance to take damage each time it attacks.

  • EnlargePurge

    30 sec Magic buff that raises physical damage dealt.

Group plan
Tank

Hold her where the group can reach her for interrupts. Void Bolt hits you hard, so call an interrupt on every cast and save a defensive cooldown for one that gets through.

Healer

Shadow Bolt Volley hits the whole group, so keep everyone topped off. Dispel Immolate. Only mages and druids remove her curses, so name a decurser before the pull.

Damage

Kill Pimgib first. Rotate interrupts: Void Bolt first, then Shadow Bolt Volley. Purge or dispel Enlarge when it shows up.

Each class
  • Druid · your class

    Remove Curse clears both of her curses, and only druids and mages can. Watch the tank for Curse of Thorns, which can hurt them each time they attack.

  • Hunter · your class

    Viper Sting drains her mana. Keep your pet on Pimgib until he dies, then move it to her.

  • Mage · your class

    Remove Lesser Curse clears both curses. Counterspell a Void Bolt; it locks her Shadow school, which also stops Shadow Bolt Volley for a while.

  • Paladin · your class

    Cleanse her Immolate. Shadow Resistance Aura (28) softens Void Bolt and Shadow Bolt Volley. You cannot remove curses, so call a mage or druid.

  • Priest · your class

    Dispel Magic removes Immolate and can strip Enlarge. With Silence (30), stop a Void Bolt. Shadow Protection cuts her Shadow damage.

  • Rogue · your class

    Kick every Void Bolt you can reach. Mind-numbing Poison slows her casts, giving the group more time to interrupt.

  • Shaman · your class

    Earth Shock a Void Bolt and Purge Enlarge. Grounding Totem (30) near the group soaks one of her spells.

  • Warlock · your class

    Your Felhunter's Spell Lock counters a Void Bolt. Shadow Ward absorbs her Shadow damage, and Devour Magic can strip Enlarge or clear Immolate.

  • Warrior · your class

    Shield Bash or Pummel Void Bolt; it is her biggest hit. Curse of Thorns can hurt you each time you attack, so ask a mage or druid to remove it.

Hydrospawn

Level 57 elite · Pool in the lower shrine, down the descending tunnel

Optional

Water elemental who knocks players back and calls Hydrolings; clear the room first, then kill the adds or burn him, but never ignore both.

Watch for
  • RiptideStay back

    Damages and knocks back players near him and disarms them for 4 sec. Magic.

  • Massive GeyserSpread out

    1.5 sec cast; a geyser erupts, damaging and knocking back players near it.

  • SubmersionDispel magic

    Lowers the Stamina of nearby players for 1 min. Magic.

  • Summon HydrolingKill adds

    Calls Hydrolings, non-elite water elementals that hit hard while alive.

Group plan
Tank

Clear the room first, then pull him away from any trash left so a knockback does not throw anyone into a pack. Riptide disarms you for 4 sec.

Healer

Stay out of Riptide range. Dispel Submersion, which lowers Stamina for 1 min, and watch players a Massive Geyser throws around.

Damage

Decide before the pull: with strong area damage, kill Hydrolings as they spawn; with strong single-target damage, burn Hydrospawn. Do not ignore both. Spread for Massive Geyser.

Each class
  • Druid · your class

    Entangling Roots works indoors in Forever, so root a Hydroling away from the healer. Hurricane hits Hydrolings gathered on the tank.

  • Hunter · your class

    Drop Frost Trap at your feet, which Forever allows in combat, to slow Hydrolings that run at you. Volley them when they group up.

  • Mage · your class

    Arcane Explosion the Hydrolings when they gather on the tank. Blink clear if Riptide or a Massive Geyser throws you toward trash.

  • Paladin · your class

    Cleanse Submersion and Riptide, both Magic. Consecration under the tank hits the Hydrolings as they come in.

  • Priest · your class

    Dispel Magic clears Submersion's Stamina loss and Riptide's disarm. Power Word: Shield anyone a Hydroling picks out.

  • Rogue · your class

    Riptide knocks you back and disarms you for 4 sec; walk back in behind him, not into trash. Gouge or Kidney Shot a Hydroling on the healer.

  • Shaman · your class

    Earthbind Totem slows Hydrolings heading for the healer, and Chain Lightning hits them grouped. Totemic Projection moves totems after a knockback.

  • Warlock · your class

    Banish works on elementals: lock one Hydroling away while the group kills the rest. Your Felhunter's Devour Magic can clear Submersion.

  • Warrior · your class

    Tank him away from trash. Thunder Clap, usable in Defensive Stance in Forever, holds Hydroling threat; Challenging Shout if they all run loose.

Zevrim Thornhoof

Level 57 elite · Altar platform up the pool room's northeast tunnel

Demon who Sacrifices random players on his altar and pulses Intense Pain; heal the sacrificed player, dispel the Shadow damage, burn him.

Watch for
  • SacrificeHeal through

    Teleports a random player to his altar, stuns them and drains health every sec for 8 sec.

  • Intense PainDispel magic

    1 sec cast: Shadow damage every 3 sec for 15 sec on players near him. Magic.

Group plan
Tank

Pick him up fast and hold him on his platform. Intense Pain hits players near him, so expect steady Shadow damage on you and the melee.

Healer

Watch for Sacrifice: the chosen player is stunned on the altar and drained every second for 8 sec, so heal them first. Dispel Intense Pain from players near him.

Damage

Ranged stand at max distance to stay out of Intense Pain. Burn him; every Sacrifice strains the healer. His death frees Old Ironbark, who opens the way to Alzzin.

Each class
  • Druid · your class

    Regrowth and Rejuvenation on the sacrificed player buy the healer time. Innervate (40) the healer if Sacrifice drags the fight out.

  • Hunter · your class

    Stand at max range to stay clear of Intense Pain. Pull your pet back if the Shadow damage wears it down, and Mend Pet.

  • Mage · your class

    Cast from max range to stay out of Intense Pain. Keep Mana Shield up so a Sacrifice on you eats mana before health.

  • Paladin · your class

    Cleanse Intense Pain from players near him. Lay on Hands can save a sacrificed player the healer cannot reach in time.

  • Priest · your class

    Power Word: Shield the sacrificed player first, then heal. Dispel Magic clears Intense Pain from the tank and melee.

  • Rogue · your class

    Melee takes Intense Pain, so call for a dispel when your health dips. Expose Armor, about five Sunders in Forever, speeds the kill.

  • Shaman · your class

    Healing Stream Totem and Chain Heal cover the melee under Intense Pain; switch to the sacrificed player the moment the stun lands.

  • Warlock · your class

    Soulstone the healer before the pull. Your Felhunter's Devour Magic clears Intense Pain from the tank or a melee player.

  • Warrior · your class

    Grab him at once. Shield Block and Demoralizing Shout ease his hits while Intense Pain ticks on you and the melee.

Alzzin the Wildshaper

Level 58 elite · Hidden Reach, past the passage Old Ironbark opens

Shapeshifter who changes form and drops threat; cure poison and disease, taunt after shifts and clear the minions that pour from the wall.

Watch for
  • ThornsPurge

    Satyr form. A Magic buff on him that deals Nature damage to anyone who hits him.

  • EnervateCure poison

    Satyr form. Drains a player's mana every sec for 10 sec. Poison.

  • WitherCure disease

    Satyr form. Nature damage every 3 sec for 21 sec and lower Strength. Disease.

  • MangleHeal through

    Dire Wolf Form. Damage on its target every 2 sec and 50% slower movement for 20 sec.

  • Vicious BiteTank

    Dire Wolf Form. Bites its target for physical damage.

  • Wild RegenerationInterrupt

    Tree Form. 3 sec cast; heals him every 2 sec for 20 sec. Magic.

  • Knock AwayTank

    Tree Form. A melee hit that knocks a player back.

  • DisarmTank

    Tree Form. Disarms its target for 6 sec.

  1. Satyr formPull, and after some form shifts

    He casts Thorns on himself, Enervate drains a player's mana (Poison) and Wither deals Nature damage over time (Disease). Purge Thorns and cure the poison and disease.

  2. Dire Wolf FormForm shifts during the fight

    Tank damage peaks here: Mangle hits every 2 sec and slows by 50%, plus Vicious Bite. He drops threat when he shifts, so the tank taunts and damage dealers wait a moment.

  3. Tree FormForm shifts during the fight

    His armor is high and he uses Disarm, Knock Away and Wild Regeneration. Interrupt or purge the heal, and stack Sunder Armor or Expose Armor.

  4. MinionsPartway through the fight

    The wall behind him crumbles and non-elite Alzzin's Minions pour out; any crushers left on the ramp join too. Kill the minions with area damage, then return to him.

Group plan
Tank

Clear the crushers on the ramp and the lashers in his room first. Taunt after every form change; he drops threat. Tree Form disarms you, and Mangle in Dire Wolf Form hits every 2 sec.

Healer

Cure Wither (Disease) and Enervate (Poison). Priests cannot cure poison, so a druid, shaman or paladin takes Enervate. Tank damage peaks in Dire Wolf Form.

Damage

Hold damage a moment after each form change while the tank taunts. Purge Thorns and Wild Regeneration. When the wall behind him falls, kill Alzzin's Minions with area damage.

Each class
  • Druid · your class

    In Dire Bear Form, Growl after each form change; Forever's free Faerie Fire in Bear adds threat. As healer, Abolish Poison clears Enervate.

  • Hunter · your class

    Aspect of the Wild (46) raises Nature resistance against Wither and Thorns. Hold shots a moment after each shift, or Feign Death if he turns to you.

  • Mage · your class

    Hold casts a moment after each form change; he drops threat. When the wall falls, Arcane Explosion or Blizzard clears the minion wave.

  • Paladin · your class

    Cleanse clears Enervate and Wither. As tank, Seal of Fury makes Judgement a taunt in Forever; use it after each shift. Holy Wrath hits the minions.

  • Priest · your class

    Abolish Disease clears Wither; you cannot cure Enervate, so call it for a druid, shaman or paladin. Dispel Magic strips Thorns or Wild Regeneration.

  • Rogue · your class

    Kick Wild Regeneration and keep Expose Armor up in Tree Form. Feint after each shift; Forever doubled its threat cut.

  • Shaman · your class

    Purge Thorns and Wild Regeneration. Cure Poison clears Enervate and Cure Disease clears Wither; Poison Cleansing Totem or Disease Cleansing Totem covers one.

  • Warlock · your class

    Rain of Fire or Hellfire Alzzin's Minions when the wall falls. Your Felhunter's Devour Magic can strip Thorns or Wild Regeneration from him.

  • Warrior · your class

    Taunt after every form change. In Tree Form, stack Sunder Armor and keep Shield Block ready through Disarm; Mangle in wolf form slows you.

Guide mapOn the Pathfinder
Sourcesnether.wowhead.com/tooltip/npc/11492?dataEnv=16nether.wowhead.com/tooltip/npc/11492?dataEnv=4nether.wowhead.com/tooltip/npc/11460?dataEnv=16nether.wowhead.com/tooltip/npc/11460?dataEnv=4nether.wowhead.com/tooltip/spell/22128?dataEnv=4nether.wowhead.com/tooltip/spell/22128?dataEnv=16nether.wowhead.com/tooltip/spell/22661?dataEnv=4nether.wowhead.com/tooltip/spell/22661?dataEnv=16nether.wowhead.com/tooltip/spell/22662?dataEnv=4nether.wowhead.com/tooltip/spell/22662?dataEnv=16nether.wowhead.com/tooltip/spell/22660?dataEnv=4nether.wowhead.com/tooltip/spell/22660?dataEnv=16nether.wowhead.com/tooltip/spell/22689?dataEnv=4nether.wowhead.com/tooltip/spell/22689?dataEnv=16nether.wowhead.com/tooltip/spell/19319?dataEnv=4nether.wowhead.com/tooltip/spell/19319?dataEnv=16nether.wowhead.com/tooltip/spell/22688?dataEnv=4nether.wowhead.com/tooltip/spell/22688?dataEnv=16nether.wowhead.com/tooltip/spell/7948?dataEnv=4nether.wowhead.com/tooltip/spell/7948?dataEnv=16nether.wowhead.com/tooltip/spell/10101?dataEnv=4nether.wowhead.com/tooltip/spell/10101?dataEnv=16nether.wowhead.com/tooltip/spell/22691?dataEnv=4nether.wowhead.com/tooltip/spell/22691?dataEnv=16raw.githubusercontent.com/azerothcore/azerothcore-wotlk/master/data/sql/base/db_world/smart_scripts.sqlwarcraft.wiki.gg/wiki/Alzzin_the_Wildshaperwarcrafttavern.com/wow-classic/guides/dire-maul-east/games.gg/world-of-warcraft/guides/wow-forever-dire-maul-east-guide/almarsguides.com/wow/instances/classic/DiremaulEast/theamazonbasin.com/wiki/index.php/Dire_Maul_East_Strategywowhead.com/forever/npc=11492/alzzin-the-wildshaper

Isalien

Level ?? elite · Alzzin's chamber; summoned with the Brazier of Beckoning

Optional

Optional Tier 0.5 summon with a hippogryph pet. Kill Empyrean first, then interrupt every Regrowth while you burn her.

Watch for
  • Call PetKill adds

    Calls Empyrean, an elite hippogryph, about 10 sec into the fight.

  • RegrowthInterrupt

    2 sec cast: heals her, then heals more every 3 sec for 21 sec. Magic.

  • StarshardsHeal through

    6 sec channel that rains Arcane damage on a player.

  • Multi-ShotSpread out

    Hits a player and up to 2 others near them.

  • NetMove

    Immobilizes a player for 5 sec.

  • Sundering CleaveTank

    Empyrean. Lowers armor on up to 3 targets; stacks 5 times for 30 sec.

  • RakeHeal through

    Empyrean. A hit plus bleed damage for 15 sec.

  • EnrageBurst

    Empyrean. Attack speed rises by 30% for 2 min.

Group plan
Tank

Hold Isalien while the group kills Empyrean, which arrives about 10 sec in. Take the pet if it turns on the healer; Sundering Cleave lowers armor on up to 3 targets.

Healer

Starshards channels heavy Arcane damage on one player, and Multi-Shot and Net hit random players. Heal through Rake on whoever the pet hits.

Damage

Kill Empyrean first, then return to Isalien. Rotate interrupts on Regrowth and purge its heal-over-time if one lands. Spread out against Multi-Shot.

Each class
  • Druid · your class

    In Dire Bear Form, Growl and hold Empyrean while the tank keeps Isalien. As healer, Regrowth and Rejuvenation the player Starshards hits.

  • Hunter · your class

    Viper Sting drains her mana, so she casts fewer Regrowths. Send your pet at Empyrean first.

  • Mage · your class

    Blink frees you if Net roots you in a bad spot. Burn Empyrean first, and save Evocation for the long fight against her.

  • Paladin · your class

    Blessing of Freedom frees a player caught in Net. As tank, Seal of Fury lets Judgement taunt Empyrean off a healer in Forever.

  • Priest · your class

    Dispel Magic can strip Regrowth's heal-over-time from her. Mana Burn drains her mana, so she heals less.

  • Rogue · your class

    Kick every Regrowth you can. Wound Poison cuts the healing she gets from it.

  • Shaman · your class

    Earth Shock her Regrowth and Purge the heal-over-time if it lands. Stoneskin Totem helps the melee on Empyrean.

  • Warlock · your class

    Curse of Tongues slows her casts, giving more time to interrupt Regrowth. Drain Mana cuts how often she can heal.

  • Warrior · your class

    Pummel or Shield Bash her Regrowth. If you tank Empyrean, keep Shield Block up; Sundering Cleave stacks armor loss on you.