Feralas [59, 45], enter the ruins, then the western wing; Era compound coordinates.
Checked for ForeverClassic Era habit: check in game
1
Tendris Warpwood
Level 60 elite · Lowest courtyard of the Court of the Highborne
Corrupted ancient who roots and knocks down players; any Ironbark Protectors still alive join him, so clear them first.
Watch for
TrampleStay back
Hits everyone near him for weapon damage plus extra.
Grasping VinesDispel magic
Damages nearby players, knocks them down and roots them for 10 sec. A Magic effect.
EntangleHeal through
Roots one player and deals Nature damage every 3 sec for up to 10 sec. It has no dispel type.
Group plan
Tank
Clear every Ironbark Protector in the gardens first; any still alive join him. Pick him up in his courtyard and keep him away from the healer and ranged.
Healer
Stand out of melee so Trample and Grasping Vines miss you. Dispel Grasping Vines from the tank and melee, and heal through Entangle, which can't be dispelled.
Damage
Wait for the tank's threat. Ranged stand back from Trample and Grasping Vines; melee expect to be knocked down and rooted, so watch your health.
Each class
Druid · your class
In Bear Form, Faerie Fire is free on a 6-second cooldown and adds threat in Forever. Swipe hits three targets if a protector joins the pull.
Hunter · your class
Fight from range so Trample and Grasping Vines miss you. If a protector joins, Freezing Trap now works in combat at your feet in Forever.
Mage · your class
Blink frees you from Entangle's root or Grasping Vines. Stay at range so Trample can't reach you.
Paladin · your class
Cleanse removes Grasping Vines, a Magic root. Blessing of Freedom gives a player 10 sec of immunity to movement impairing effects such as roots.
Priest · your class
Dispel Magic removes Grasping Vines from the tank and melee. Entangle has no dispel type, so cover that player with Renew.
Rogue · your class
Vanish breaks movement impairing effects, so it can free you from a root. Feint keeps you under the tank; Forever doubled its threat cut.
Shaman · your class
Stoneskin Totem softens Trample for the melee. Chain Heal the melee after Grasping Vines knocks them down.
Warlock · your class
Banish an Ironbark Protector that joins; they are elementals. Your Felhunter's Devour Magic removes Grasping Vines from an ally.
Warrior · your class
Grab him in his courtyard, away from the healer. If protectors join, Thunder Clap works in Defensive Stance in Forever and holds them on you.
Level 60 elite · Central halls of the Court of the Highborne
Ghostly shadow priest: interrupt Mind Blast and Mind Flay, dispel Shadow Word: Pain, and deal with Dominate Mind on a player.
Watch for
Mind BlastInterrupt
A 1.5-sec cast that hits a player with Shadow damage.
Mind FlayInterrupt
Channels Shadow damage on a player for 3 sec and slows their movement.
Shadow Word: PainDispel magic
Magic effect that deals Shadow damage every 3 sec.
Dominate MindDispel magic
Charms a player for 10 sec; they fight for him with slower attacks. A Magic effect.
ShadowformResistance
Raises his Shadow damage by 40% and cuts the melee damage he takes by 40%.
Group plan
Tank
Pull him away from the group and hold threat. Assign interrupts for Mind Blast and Mind Flay. If Dominate Mind takes you, Taunt him back once you're free.
Healer
Raise Shadow resistance before the pull. Dispel Shadow Word: Pain and Dominate Mind, and top off the charmed player once it ends.
Damage
Let the tank set threat, then rotate interrupts on Mind Blast and Mind Flay. Shadowform cuts melee damage he takes; crowd-control a charmed player if no dispel is ready.
Each class
Druid · your class
Keep Rejuvenation on anyone with Shadow Word: Pain until it's dispelled. Use Barkskin if Mind Blast and Mind Flay focus you.
Hunter · your class
Viper Sting drains his mana. Keep Distracting Shot ready to pull him off a healer while the tank is charmed.
Mage · your class
Counterspell his Mind Blast. If a player is charmed, Polymorph them until it ends or a priest dispels it.
Level 60 elite · Upper level of the Court of the Highborne, with her bear Ferra
Optional
Undead huntress with volleys and traps; fight her in melee range and keep her bear Ferra controlled or tanked beside her.
Watch for
VolleyMove
Channels Arcane damage for 6 sec on everyone within 8 yards of a target spot.
Multi-ShotStack up
Shoots a player and up to 9 others near them.
Concussive ShotStack up
Dazes a player, slowing movement by 50% for 3 sec.
Immolation TrapMove
Places a fire trap at her feet that burns the first player to step on it over 15 sec.
Group plan
Tank
Pull Ferra onto Illyanna and tank them together, or leave Ferra to a controller. Hold Illyanna first, then pick up Ferra when Illyanna dies.
Healer
Stand in Illyanna's melee range with the group to blunt her ranged attacks. Watch her feet for Immolation Trap, and heal the tank through Ferra's hits.
Damage
Crowd-control Ferra if you can, then fight Illyanna in melee range and kill her first. Move out of Volley and stay off her traps.
Each class
Druid · your class
Hibernate Ferra; she is a beast. Move out of Volley, and cast Hibernate again before it fades.
Hunter · your class
Move out of Volley as soon as it lands. Distracting Shot pulls Ferra off a healer, and Feign Death drops her afterward.
Mage · your class
Polymorph Ferra; she is a beast. Blink out of Volley and don't step on Immolation Trap.
Paladin · your class
Fire Resistance Aura blunts Immolation Trap, and Cleanse removes Concussive Shot. As tank, Consecration, trained by every paladin in Forever, holds Ferra too.
Priest · your class
Stand with the group in her melee range, out of Volley and traps. Power Word: Shield the tank while Ferra and Illyanna both hit.
Rogue · your class
Hit Illyanna from behind and watch for Immolation Trap at her feet. Use Evasion if Ferra turns to you.
Shaman · your class
Fire Resistance Totem blunts Immolation Trap's burn. Earthbind Totem slows Ferra if she runs at a caster.
Warlock · your class
Your Voidwalker's Torment holds Ferra off a healer. Stand with the group near Illyanna, out of Volley.
Warrior · your class
Bring Ferra onto Illyanna and hold both. Thunder Clap works in Defensive Stance in Forever and keeps threat on the pair.
Level 62 elite · Immol'thar's circle in the prison, via a warlock's Dreadsteed ritual
Optional
Optional dreadlord who joins the Xorothian Dreadsteed fight at the end of the warlock mount ritual; survive the demon waves first.
Watch for
Shadow Word: PainDispel magic
Magic effect that deals Shadow damage every 3 sec for 18 sec.
SleepDispel magic
Puts a player to sleep for up to 10 sec; damage wakes them. A Magic effect.
Veil of ShadowRemove curse
Curse that cuts healing on a player by 75% for 8 sec.
Knock AwayTank
Hits a player and knocks them back.
RitualFrom the start of the ritual
Waves of Xorothian Imps pour from portals around the prison, with Dread Guards from time to time. Keep the Bell, Wheel and Candle working and protect the warlock.
Dreadsteed and Hel'nurathWhen the ritual ends
The demons are pulled back and the Xorothian Dreadsteed spawns; Hel'nurath joins the fight. Kill Hel'nurath, then the Dreadsteed.
Group plan
Tank
Pick up imp waves with area threat and grab each Dread Guard. When Hel'nurath appears, hold him off the damage dealers, then move to the Dreadsteed.
Healer
The ritual runs long, so save mana. Keep the tank and the warlock running the ritual alive, dispel Sleep and Shadow Word: Pain, and get Veil of Shadow removed.
Damage
Use area damage on the imps and focus Dread Guards. When Hel'nurath arrives, kill him rather than the Dreadsteed, then turn to the Dreadsteed.
Each class
Druid · your class
Remove Curse clears Veil of Shadow so heals land again. In Bear Form, Swipe and Challenging Roar gather loose imps.
Hunter · your class
Multi-Shot and Volley thin the imp waves. Distracting Shot pulls an imp off the warlock running the ritual.
Mage · your class
Remove Lesser Curse clears Veil of Shadow. Arcane Explosion and Blizzard thin the imp waves.
Paladin · your class
Cleanse removes Sleep and Shadow Word: Pain. Consecration, trained by every paladin in Forever, holds imps on a paladin tank.
Priest · your class
Dispel Magic wakes a sleeping player and clears Shadow Word: Pain. Keep Renew on the warlock running the ritual.
Rogue · your class
Peel imps off the warlock, then hit Hel'nurath from behind. Feint keeps you under the tank; Forever doubled its threat cut.
Shaman · your class
Tremor Totem removes Sleep effects from the party. Chain Heal covers imp damage across the group.
Warlock · your class
Follow Mor'zul's Instructions step by step. Banish one Dread Guard at a time, and let your Felhunter's Devour Magic clear Sleep.
Warrior · your class
Gather imps with Thunder Clap, which works in Defensive Stance in Forever, and Challenging Shout if they break loose.