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Dire Maul North

Levels 56-60 (Era baseline)7 bosses

Feralas [59, 45], enter the ruins and cross the courtyard to the northern wing; Era compound coordinates.

Checked for ForeverClassic Era habit: check in game

Guard Mol'dar

Level 59 elite · Entrance courtyard of Gordok Commons, near Stomper Kreeg

Optional

Shield guard who knocks players back and charges at range. Tribute groups skip him; normal clears kill him for the Gordok Inner Door Key.

Watch for
  • Shield ChargeStay back

    Charges a player 8 to 25 yards away and knocks them back.

  • Knock AwayTank

    Hits his target for extra damage and knocks them back.

  • StrikeTank

    Hits his target for extra melee damage.

  • Shield BashTank

    Bashes a player casting in melee range, interrupting the spell for 8 sec.

  • EnrageHeal through

    Partway through the fight: 60% faster attacks and more physical damage for 2 min. He also calls nearby allies.

Group plan
Tank

Pull him to a wall so Knock Away can't throw you around, and face him away from the group. Clear the nearby dogs and ogres first; he calls them in when he enrages.

Healer

Stand past 25 yards, out of Shield Charge range. Strike and his enraged hits land hard on the tank, so save mana for his Enrage.

Damage

Ranged stand at max range, past Shield Charge. Melee hit from behind. Burn him through Enrage. Tribute groups leave him alive and open the inner door another way.

Each class
  • Druid · your class

    Tank in Dire Bear Form with your back to a wall; Faerie Fire is free in Bear Form and now adds threat. As healer, stay past 25 yards, out of Shield Charge.

  • Hunter · your class

    Shoot from past 25 yards so Shield Charge can't reach you, and send your pet in behind the tank. Feign Death if he turns to you.

  • Mage · your class

    Cast from past 25 yards so Shield Charge can't reach you. If his Enrage call pulls in an ogre, Polymorph it and keep damage on Mol'dar.

  • Paladin · your class

    As tank, hold him on a wall with Seal of Fury, whose Judgement now taunts. Avoid casting heals while he targets you; Shield Bash interrupts for 8 sec.

  • Priest · your class

    Heal from past 25 yards, out of Shield Charge range. Power Word: Shield the tank ahead of his Enrage, and Fade if he turns to you.

  • Rogue · your class

    Hit him from behind and Feint during Enrage; Forever doubled its threat cut. On tribute runs, high Lockpicking opens the Gordok Inner Door so he can live.

  • Shaman · your class

    Heal from past 25 yards, out of Shield Charge range. Stoneskin Totem by the tank softens Strike and his enraged hits.

  • Warlock · your class

    Cast from past 25 yards. Curse of Weakness eases his melee on the tank, and your Succubus can Seduce an ogre his Enrage call brings in.

  • Warrior · your class

    Tank with your back to a wall so Knock Away can't throw you. Shield Block and Demoralizing Shout blunt Strike; save Shield Wall for his Enrage.

Stomper Kreeg

Level 59 elite · Entrance courtyard of Gordok Commons, near Guard Mol'dar

Optional

Drunk ogre with a booze cone, Whirlwind and War Stomp; partway through the fight his hits wipe threat. Tribute groups leave him alive to sell drinks.

Watch for
  • Booze SpitNot in front

    Spits booze in a 15-yard cone: 75% less chance to hit with attacks, and it makes you drunk.

  • WhirlwindStay back

    Spins, hitting players close to him.

  • War StompStay back

    Knocks nearby players back and stuns them.

  • EnrageHeal through

    Partway through the fight: 60% faster attacks and more physical damage for 2 min.

  • Drunken RageTank

    Partway through the fight, for 1 min: his hits drop his target's threat to zero and he runs 100% faster.

Group plan
Tank

Face him away from the group so Booze Spit hits only you. In Drunken Rage each hit wipes his target's threat, so he jumps between players; taunt him back when taunt is ready.

Healer

Stay at range, out of Whirlwind and War Stomp. Once Drunken Rage starts he hits whoever is next on threat, so watch the whole group, not only the tank.

Damage

Ranged stay at max range; melee stand behind him, out of the booze cone. Burn him once he enrages. Tribute groups skip him so he sells drinks to the new king.

Each class
  • Druid · your class

    As a bear, Growl him back after a Drunken Rage threat wipe. As healer, keep Rejuvenation on the melee that Whirlwind and War Stomp catch.

  • Hunter · your class

    Stay at range, out of Booze Spit and Whirlwind. If Drunken Rage sends him your way, Feign Death; he runs too fast to kite.

  • Mage · your class

    Stay at max range, out of the booze cone and Whirlwind. Ease off when Drunken Rage starts; Ice Block (Frost talent) saves you if he turns to you.

  • Paladin · your class

    As tank, Seal of Fury makes Judgement a taunt, so you can take him back after a Drunken Rage wipe. Blessing of Protection saves a player he chases.

  • Priest · your class

    Heal from range. Once Drunken Rage wipes threat he hits whoever is next, so Power Word: Shield the players near the top and Fade if he turns to you.

  • Rogue · your class

    Stay behind him, out of the booze cone, and step out of Whirlwind. When Drunken Rage starts wiping threat, Feint or Vanish so he goes back to the tank.

  • Shaman · your class

    Heal from range, out of Whirlwind and War Stomp. Chain Heal covers the melee he spins into, and Healing Stream Totem helps them recover.

  • Warlock · your class

    Stay at range. Curse of Weakness cuts his damage on whoever he hits after a Drunken Rage wipe. Keep a Soulstone on the healer.

  • Warrior · your class

    Face him away so Booze Spit hits only you. Taunt or Mocking Blow after a Drunken Rage wipe, and save Shield Wall for his Enrage.

Guard Fengus

Level 58-59 elite · Patrols the courtyard that holds his chest and the Courtyard Key

Optional

Patrolling shield guard with Mol'dar's kit. Tribute groups loot his chest while he walks away and keep him alive for Fengus' Ferocity.

Watch for
  • Shield ChargeStay back

    Charges a player 8 to 25 yards away and knocks them back.

  • Knock AwayTank

    Hits his target for extra damage and knocks them back.

  • StrikeTank

    Hits his target for extra melee damage.

  • Shield BashTank

    Bashes a player casting in melee range, interrupting the spell for 8 sec.

  • EnrageHeal through

    Partway through the fight: 60% faster attacks and more physical damage for 2 min. He also calls nearby allies.

Group plan
Tank

Pick him up off his patrol and pull him to a wall so Knock Away can't push you into packs. Clear nearby ogres first; he calls them in when he enrages.

Healer

Heal from past 25 yards, out of Shield Charge range, and stay clear of his patrol path between pulls. Save mana for his Enrage.

Damage

Ranged at max range; melee from behind. Burn him through Enrage. On tribute runs, loot the Gordok Courtyard Key from his chest while he patrols away.

Each class
  • Druid · your class

    Pull him off his patrol with Faerie Fire, free in Bear Form and now a threat tool, then hold him in Dire Bear Form against a wall.

  • Hunter · your class

    Freezing Trap an ogre his Enrage call brings in; Forever traps work in combat at your feet. Keep past 25 yards, out of Shield Charge.

  • Mage · your class

    Cast from past 25 yards. If his call brings ogres onto you, Frost Nova and Blink clear you, then Polymorph one.

  • Paladin · your class

    Hammer of Justice stuns an ogre his Enrage call brings in. As healer, stay past 25 yards so Shield Charge can't knock you back mid-cast.

  • Priest · your class

    Stand past 25 yards, out of Shield Charge range. Keep Renew on the tank through Enrage, and skip Psychic Scream; fleeing ogres can pull more packs.

  • Rogue · your class

    Hit from behind. Expose Armor now matches about five Sunder Armors, so one cast gives the full armor cut. Evasion covers you if he turns during Enrage.

  • Shaman · your class

    Totemic Projection moves your totems to the tank once he drags Fengus off his patrol. Stoneskin Totem helps the tank through Enrage.

  • Warlock · your class

    Your Voidwalker can hold an ogre his Enrage call brings in; Torment pulls it back. Bane of Agony and Corruption keep damage going from range.

  • Warrior · your class

    Pull him to a wall so Knock Away can't push you into packs. Thunder Clap now works in Defensive Stance, so hold any ogre his Enrage call brings in.

Guard Slip'kik

Level 59 elite · Patrols the corridor near Knot Thimblejack and the Broken Trap

Optional

Patrolling shield guard with the same kit. Tribute groups freeze him in the repaired Broken Trap and keep him alive for Slip'kik's Savvy.

Watch for
  • Shield ChargeStay back

    Charges a player 8 to 25 yards away and knocks them back.

  • Knock AwayTank

    Hits his target for extra damage and knocks them back.

  • StrikeTank

    Hits his target for extra melee damage.

  • Shield BashTank

    Bashes a player casting in melee range, interrupting the spell for 8 sec.

  • EnrageHeal through

    Partway through the fight: 60% faster attacks and more physical damage for 2 min. He also calls nearby allies.

Group plan
Tank

Pull him to a wall away from the packs on his path; Knock Away can throw you into them. On tribute runs don't pull him; lure him into the repaired Broken Trap.

Healer

Stand past 25 yards so Shield Charge misses you. Save mana for his Enrage.

Damage

Ranged at max range; melee from behind. On tribute runs, repair the Broken Trap with Frost Oil and a Thorium Widget, then leave him frozen.

Each class
  • Druid · your class

    As a bear, Demoralizing Roar softens Strike and his enraged hits. As healer, stay past 25 yards so Shield Charge can't knock you back.

  • Hunter · your class

    Keep your pet on his back and stay past 25 yards. Disengage, with its doubled threat cut, helps if he turns to you in melee.

  • Mage · your class

    Leave him frozen on tribute runs: in Forever, Slip'kik's Savvy adds 3% crit to spells and attacks, though not inside raids. In a fight, cast from past 25 yards.

  • Paladin · your class

    As tank, Consecration grabs any ogre his Enrage call brings in; Forever adds threat on its first four targets. Lay on Hands saves a tank through Enrage.

  • Priest · your class

    Keep Power Word: Shield on the tank as Enrage starts, and heal from past 25 yards, out of Shield Charge range.

  • Rogue · your class

    Leave him frozen for tribute; Forever's Slip'kik's Savvy adds 3% crit to attacks as well as spells. In a fight, hit from behind and Feint through Enrage.

  • Shaman · your class

    Earthbind Totem slows an ogre his Enrage call brings in. Heal from past 25 yards, where Shield Charge can't reach you.

  • Warlock · your class

    Curse of Weakness on Slip'kik eases the tank's damage through Enrage. Keep Healthstones handy; Shield Charge can hit you from 8 to 25 yards.

  • Warrior · your class

    Tank him on a wall, away from packs on his path. Shield Block and Shield Wall carry you through Enrage, and Victory Rush heals after an add dies.

Captain Kromcrush

Level 61 elite · Upper hallway of Gordok Halls, the last guard before the king

Optional

Warrior captain who fears, cleaves and calls two Gordok Reavers; one of the wing's hardest fights. Tribute groups send him off with the Ogre Suit.

Watch for
  • Mortal CleaveNot in front

    150% weapon damage that also hits a player beside his target; healing on them drops 50% for 5 sec.

  • Intimidating ShoutResistance

    Paralyzes his target with terror for 8 sec while other nearby players flee in fear.

  • Call ReaversKill adds

    Partway through the fight, calls two Gordok Reavers that use Mortal Strike, Cleave and Sunder Armor.

  • RetaliationNot in front

    For 15 sec he counterattacks every melee hit from the front; hits from behind are safe.

Group plan
Tank

Pull him back from his hallway so Intimidating Shout doesn't send players into other packs. Face him away; Mortal Cleave hits players beside you. Grab a Reaver when they come.

Healer

Get Fear Ward or Tremor Totem up before the pull. Mortal Cleave and the Reavers' Mortal Strike halve healing, so heal early, and stay out of his front.

Damage

Stand behind him. Crowd-control one Gordok Reaver and let an off-tank hold the other. During Retaliation, melee hit only from behind. Tribute groups skip him with the Ogre Suit.

Each class
  • Druid · your class

    As a bear, Challenging Roar pulls both Reavers off the healer when they spawn. Innervate the healer; Mortal Cleave and Mortal Strike make this a mana-heavy fight.

  • Hunter · your class

    Freezing Trap one Gordok Reaver as they arrive; Forever traps work in combat at your feet. Feign Death if a Reaver turns to you.

  • Mage · your class

    Polymorph one Gordok Reaver as soon as they spawn and keep it sheeped. Cast from range, out of Intimidating Shout's reach.

  • Paladin · your class

    Will of the Forsaken breaks Intimidating Shout's fear; in Forever it leaves no immunity after, so time it. Blessing of Protection saves a player a Reaver catches.

  • Priest · your class

    Fear Ward yourself or a melee player before the pull; Forever makes it baseline. Mortal Cleave and Reaver Mortal Strikes halve healing, so heal ahead.

  • Rogue · your class

    Blind a Gordok Reaver when they spawn, then return to his back. During Retaliation, keep hitting only from behind.

  • Shaman · your class

    Drop Tremor Totem before the pull to break Intimidating Shout's fear. Chain Heal keeps the tank and the Reaver off-tank up through Mortal Cleave.

  • Warlock · your class

    Your Succubus can Seduce one Gordok Reaver; Fear the other only if it won't run into packs. Curse of Weakness on Kromcrush eases the tank's damage.

  • Warrior · your class

    Berserker Rage breaks Intimidating Shout's fear. Off-tank a Gordok Reaver when they spawn, and ease off front attacks while Retaliation is up.

Cho'Rush the Observer

Level 60 elite · King's platform at the top of Gordok Halls, beside King Gordok

Optional

Ogre caster at the king's side who spawns as a shaman, mage or priest. Full clears kill him first; tribute runs keep him alive and stop his heals.

Watch for
  • Healing WaveInterrupt

    Shaman kit: 3 sec cast that heals himself or the king.

  • Lightning BoltInterrupt

    Shaman kit: 3 sec cast of Nature damage on one player.

  • Chain LightningInterrupt

    Shaman kit: 3 sec cast that arcs Nature damage across several players.

  • Earthgrab TotemKill adds

    Shaman kit: totem that roots nearby players again and again for 30 sec.

  • FireballInterrupt

    Mage kit: 3 sec cast of Fire damage on one player.

  • Frost NovaDispel magic

    Mage kit: Frost damage that roots nearby players for up to 8 sec. Magic.

  • Arcane ExplosionStay back

    Mage kit: 1.5 sec cast that blasts nearby players with Arcane damage.

  • BloodlustPurge

    Mage kit: raises an ally's attack speed, usually the king's, by 60% for 30 sec. Magic.

  • HealInterrupt

    Priest kit: a cast that heals himself or the king.

  • Power Word: ShieldPurge

    Priest kit: a Magic shield on an ally that absorbs damage for up to 30 sec.

  • Mind BlastInterrupt

    Priest kit: 1.5 sec cast of Shadow damage on one player.

  • Psychic ScreamResistance

    Priest kit: up to 5 nearby players flee in fear for 4 sec.

Group plan
Tank

On a full clear, an off-tank holds him away from the king. On a tribute run, keep him busy but don't kill him; he stops fighting the moment King Gordok dies.

Healer

Watch his first casts to learn his kit. Stand away from him: Frost Nova, Arcane Explosion and Psychic Scream hit nearby players. Fear Ward or Tremor Totem beats the scream.

Damage

Full clear: kill him first and interrupt his heals. Tribute run: leave him alive, interrupt Healing Wave or Heal, and purge Bloodlust or Power Word: Shield.

Each class
  • Druid · your class

    In Bear Form, Feral Charge (Feral talent) stops a heal from range. As healer, stay clear of him; Frost Nova, Arcane Explosion and Psychic Scream hit players near him.

  • Hunter · your class

    Viper Sting drains his mana so he heals less. On tribute runs, keep your pet and shots on the king, not on Cho'Rush.

  • Mage · your class

    Counterspell his Healing Wave or Heal. A mage-kit Cho'Rush casts Frost Nova and Arcane Explosion, so keep your distance.

  • Paladin · your class

    Blessing of Freedom frees a player rooted by his Frost Nova or Earthgrab Totem, and Cleanse clears Frost Nova. Will of the Forsaken breaks Psychic Scream's fear.

  • Priest · your class

    Dispel Magic strips his Power Word: Shield or the king's Bloodlust and frees players from Frost Nova. Fear Ward the tank against a priest-kit Cho'Rush.

  • Rogue · your class

    Kick his Healing Wave or Heal, and share interrupts since Kick has a cooldown. Leave him alive on tribute runs; he stops fighting when the king dies.

  • Shaman · your class

    Purge his Power Word: Shield or the king's Bloodlust, and Earth Shock his heals. Tremor Totem breaks Psychic Scream if he has the priest kit.

  • Warlock · your class

    Curse of Tongues slows his casts, and your Felhunter's Spell Lock stops a heal. Devour Magic strips his shield or the king's Bloodlust.

  • Warrior · your class

    Pummel or Shield Bash his Healing Wave or Heal. Berserker Rage breaks Psychic Scream's fear if he has the priest kit.

Guide mapOn the Pathfinder
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King Gordok

Level 62 elite · King's platform at the top of Gordok Halls

Melee ogre king who charges, stuns and wounds the tank with Mortal Strike. Tribute runs kill only him, with Cho'Rush kept alive beside him.

Watch for
  • Berserker ChargeHeal through

    Charges a player up to 40 yards away, knocking them back and dealing extra damage.

  • Mortal StrikeHeal through

    Hits for 300% weapon damage and cuts healing on the target by 50% for 5 sec.

  • Sunder ArmorTank

    Lowers the tank's armor; stacks up to 5 times and lasts 30 sec.

  • War StompStay back

    Hits nearby players, knocks them back and stuns them for 5 sec.

Group plan
Tank

Grab him at the pull and face him away from the group. Mortal Strike cuts your healing by 50% and Sunder Armor stacks five times, so use defensive cooldowns early.

Healer

Stay out of War Stomp range and keep the tank topped before each Mortal Strike. Berserker Charge can hit players away from him, so watch the whole group.

Damage

Melee expect War Stomp stuns. Ranged stand back from him. On tribute runs he is the only kill: burn him while one player handles Cho'Rush, then talk to Mizzle.

Each class
  • Druid · your class

    As a bear, keep Demoralizing Roar up to soften his hits while Mortal Strike halves your healing. As healer, stay out of War Stomp and keep Rejuvenation on the tank.

  • Hunter · your class

    Hunter's Mark the king and keep every shot on him on tribute runs. Feign Death if your threat climbs; Berserker Charge can still reach you at range.

  • Mage · your class

    Cast from range, out of War Stomp. Watch threat; Ice Block (Frost talent) saves you if he turns. Keep damage off Cho'Rush on tribute runs.

  • Paladin · your class

    As tank, Seal of Fury adds absorbs with a shield and its Judgement taunts. Blessing of Sacrifice shares the tank's damage through Mortal Strike.

  • Priest · your class

    Shield the tank and heal ahead; Mortal Strike halves healing for 5 sec. Prayer of Healing now heals your target's party after War Stomp.

  • Rogue · your class

    Feint keeps you under the tank; Forever doubled its threat cut. Expect War Stomp stuns in melee, and leave Cho'Rush to his assigned player on tribute runs.

  • Shaman · your class

    Windfury Totem and Strength of Earth Totem help the melee. Chain Heal them after War Stomp, and heal the tank ahead of Mortal Strike.

  • Warlock · your class

    Curse of the Elements on the king now helps every magic school in Forever. Soulstone the healer before the pull, and watch your threat.

  • Warrior · your class

    Shield Block and Demoralizing Shout cut his melee; save Shield Wall for when Sunder Armor has stacked and Mortal Strike is hitting.