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Dire Maul West

Levels 56-60 (Era baseline)8 bosses

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

Checked for ForeverClassic Era habit: check in game

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.

Magister Kalendris

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.

  • Paladin · your class

    Shadow Resistance Aura blunts his Shadow damage. Cleanse removes Shadow Word: Pain.

  • Priest · your class

    Shadow Protection the group before the pull. Dispel Magic removes Shadow Word: Pain and frees a charmed player.

  • Rogue · your class

    Kick his Mind Blast or Mind Flay. If a charmed player comes at you, Gouge or Blind them until it ends.

  • Shaman · your class

    Earth Shock interrupts his casts. Tremor Totem removes Charm effects, so drop it to free a player from Dominate Mind.

  • Warlock · your class

    Your Felhunter's Spell Lock interrupts Mind Blast, and Devour Magic strips Shadow Word: Pain from an ally. Shadow Ward absorbs some Shadow damage.

  • Warrior · your class

    Pummel or Shield Bash his Mind Blast. If he charms you, Taunt him back the moment you're free.

Tsu'zee

Level 59 rare elite · Central halls of the Court of the Highborne, near the ramps

Rare

Rare undead rogue who doesn't always spawn; she Gouges and Blinds players, so the tank must take her back after each Gouge.

Watch for
  • Sinister StrikeTank

    Strikes her target for weapon damage plus extra.

  • BackstabTank

    Hits harder when she attacks a player from behind.

  • GougeTank

    Incapacitates a player facing her; any damage breaks it. If it's the tank, she attacks someone else.

  • BlindHeal through

    Makes a player wander confused; any damage removes the effect.

Group plan
Tank

Keep her facing you so Backstab can't land on anyone else. When a Gouge on you ends, Taunt her back at once.

Healer

She hits hard; keep the tank topped off. If she Gouges the tank, heal whoever she turns to until the tank takes her back.

Damage

Wait for solid threat before full damage. If the tank is Gouged, she may come to you; ease off until the tank has her again.

Each class
  • Druid · your class

    In Bear Form, Growl her back after a Gouge. As a healer, keep Rejuvenation on the tank so a Blind on you leaves less of a gap.

  • Hunter · your class

    Distracting Shot pulls her off a cloth player while the tank is Gouged. Feign Death sheds her if she turns to you.

  • Mage · your class

    Hold big casts until the tank has solid threat. If she turns to you after a Gouge, Blink away and let the tank Taunt her.

  • Paladin · your class

    Blessing of Protection saves a cloth player she turns on; her attacks are physical. As tank, Judgement taunts under Seal of Fury in Forever.

  • Priest · your class

    Power Word: Shield whoever she turns to after Gouging the tank. Fade drops your threat if she comes for you.

  • Rogue · your class

    She turns to the next player during a Gouge, so Feint to stay below the tank; Forever doubled its threat cut. Evasion helps if she reaches you.

  • Shaman · your class

    Stoneskin Totem cuts her melee damage on the tank. As a healer, Lesser Healing Wave whoever she hits while the tank is Gouged.

  • Warlock · your class

    Soulstone the healer before the pull. If she turns on you after a Gouge, your Voidwalker's Torment pulls her to it.

  • Warrior · your class

    Taunt her back the moment a Gouge ends. A DPS warrior can use Berserker Rage in Berserker Stance for immunity to Incapacitate effects like Gouge.

Illyanna Ravenoak

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.

Ferra

Level 60 elite · Upper level of the Court of the Highborne, beside Illyanna

Optional

Illyanna's plagued bear and part of her fight; she charges and mauls, so control or tank her and kill her after Illyanna.

Watch for
  • ChargeTank

    Charges a player 8 to 25 yards away and stuns them for 2 sec.

  • MaulTank

    Adds damage to her next melee attack.

Group plan
Tank

Hold Ferra beside Illyanna, or let a controller keep her out of the fight. Once Illyanna dies, take Ferra and turn her away from the group.

Healer

Ferra hits hard; heal the tank hardest while they hold both. Watch anyone she Charges.

Damage

Leave Ferra asleep or polymorphed until Illyanna is dead; damage breaks it. Then kill Ferra.

Each class
  • Druid · your class

    Hibernate keeps Ferra asleep, and any damage wakes her. Cast it again before it fades, and keep Moonfire and Swipe off her.

  • Hunter · your class

    Distracting Shot pulls Ferra off a healer after a Charge. Feign Death drops you off her threat if she turns to you.

  • Mage · your class

    Polymorph Ferra and cast it again before it ends; any damage breaks it. Keep Arcane Explosion off her while she's a sheep.

  • Paladin · your class

    Blessing of Protection stops her physical attacks on a cloth player she Charges.

  • Priest · your class

    Power Word: Shield anyone she Charges. Keep Renew on the tank while they hold both Ferra and Illyanna.

  • Rogue · your class

    Save your burst for Ferra after Illyanna dies, attacking from behind. Vanish drops you off her if she turns your way.

  • Shaman · your class

    Stoneskin Totem softens her Maul on the tank. Earthbind Totem slows her if she breaks loose toward a caster.

  • Warlock · your class

    Your Voidwalker's Torment pulls Ferra off a healer. Keep your damage over time off her while she's asleep or polymorphed.

  • Warrior · your class

    Pick up Ferra after Illyanna dies and keep Demoralizing Shout up to blunt her Maul.

Immol'thar

Level 61 elite · Center of the Prison of Immol'thar

Void terror freed once all five pylons are cleared; kill his Eyes fast, cure Infected Bite and rebuild threat after a teleport.

Watch for
  • Eye of Immol'tharKill adds

    Summons an Eye that attacks a random player, slowing their movement, attacks and casting for 4 sec.

  • Portal of Immol'tharTank

    Teleports a random player to the middle of his room.

  • Infected BiteCure disease

    Disease that deals Nature damage over time and raises the Physical damage its target takes.

  • TrampleStay back

    Hits everyone near him for weapon damage plus extra.

  • EnrageHeal through

    Raises his attack speed by 60% and his Physical damage for 2 min, once his health drops.

Group plan
Tank

Build threat before the group opens up. If the portal moves you, run back and rebuild threat before the group resumes. Save cooldowns for his Enrage.

Healer

Cure Infected Bite on the tank and keep everyone topped off. Save cooldowns for his Enrage, and walk back to position after a teleport.

Damage

Let the tank build threat first. Assign a player to kill each Eye as it spawns. If the tank is teleported, stop until threat is back.

Each class
  • Druid · your class

    Help kill Eyes as they spawn. As a healer, hold Innervate and Tranquility for his Enrage.

  • Hunter · your class

    Take Eye duty: Arcane Shot and Multi-Shot drop them from range. In Forever, Arcane Shot has its own cooldown apart from Aimed Shot.

  • Mage · your class

    Fire Blast and Frostbolt kill Eyes from range. An Eye's gaze slows your casting by 50%, so clear the one on you fast.

  • Paladin · your class

    Cleanse or Purify removes Infected Bite, a disease. Keep Lay on Hands for the tank if his Enrage outpaces heals.

  • Priest · your class

    Abolish Disease keeps Infected Bite off the tank. Power Word: Shield anyone an Eye targets.

  • Rogue · your class

    Kill Eyes that reach the melee. If the tank is teleported, stop and Feint; Forever doubled its threat cut.

  • Shaman · your class

    Disease Cleansing Totem tries to cure a disease every 5 sec, which handles Infected Bite. Earth Shock helps finish Eyes.

  • Warlock · your class

    Help burn Eyes with Shadow Bolt and Searing Pain. Curse of the Elements now covers every magic school in Forever, helping every caster.

  • Warrior · your class

    Taunt him back after a teleport. Save Shield Wall for the Enrage; Forever gives it its own cooldown apart from Retaliation and Recklessness.

Lord Hel'nurath

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.

  1. 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.

  2. 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.

Prince Tortheldrin

Level 61 elite · The Athenaeum, the library past Immol'thar's prison

Dual-wielding Shen'dralar prince who turns hostile once Immol'thar dies; his Arcane Blast knocks the tank back and drops threat.

Watch for
  • Arcane BlastTank

    Hits his target with Arcane damage and knocks them back, dropping the tank's threat.

  • WhirlwindStay back

    Spins for 2 sec, hitting everyone near him.

  • CounterspellHeal through

    Counters a player's spell and stops them casting that spell for 15 sec.

  • ThrashTank

    Gives his melee a chance to strike two extra times.

Group plan
Tank

Put your back to a wall or corner so Arcane Blast can't throw you far. After each blast, rebuild threat before the group resumes.

Healer

Keep heals over time on the tank, since Counterspell can lock you out of a spell. Stand back from Whirlwind and heal the tank through Thrash.

Damage

Stop damage after every Arcane Blast until the tank has him again. Melee take Whirlwind; casters stand back from it.

Each class
  • Druid · your class

    Keep Rejuvenation and Regrowth on the tank so a Counterspell doesn't stop all healing. In Bear Form, Growl him back after Arcane Blast.

  • Hunter · your class

    Stop shooting after each Arcane Blast until the tank has him. Feign Death clears your threat if he turns on you.

  • Mage · your class

    Stand back from Whirlwind. If Counterspell stops your Frostbolt, switch to Fireball until it ends. Hold damage after Arcane Blast.

  • Paladin · your class

    As tank, Judgement taunts under Seal of Fury in Forever, so you can take him back fast after Arcane Blast.

  • Priest · your class

    Renew and Power Word: Shield are instant, so Counterspell can't interrupt them; keep both on the tank. Fade if you pull threat after Arcane Blast.

  • Rogue · your class

    Hit him from behind, step back from Whirlwind, and Feint after each Arcane Blast; Forever doubled its threat cut.

  • Shaman · your class

    Drop Healing Stream Totem before the pull; it keeps healing if Counterspell locks you out. Stoneskin Totem softens Thrash on the tank.

  • Warlock · your class

    Hold casts after each Arcane Blast. Bane of Agony and Corruption already on him keep ticking while Counterspell locks you out.

  • Warrior · your class

    Tank with your back to a wall. After Arcane Blast, Taunt and Sunder Armor to rebuild threat before the group resumes.