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Excavation Site: Wetlands

Levels 26-324 bosses

Wetlands, new uphill road near Thelgen Rock and the meeting stone; entrance coordinates unavailable.

Checked for ForeverClassic Era habit: check in game

Highland Horror

Level 28 elite · Beside the burned excavation camp

Optional

Optional level 28 elemental for an Alliance quest; it roots players and heals itself, so clear nearby enemies first and stop the heal.

Watch for
  • Wild RegenerationInterrupt

    A 3-second cast that heals the Horror every 2 sec for 20 sec. The heal is Magic and can be purged.

  • Entangling RootsDispel magic

    A 1.5-second cast that roots nearby players for up to 15 sec, with Nature damage every 3 sec. Magic.

Group plan
Tank

Clear the enemies near the Horror first so the pull stays single. Hold it in one spot; roots do not force the fight to move.

Healer

Top off rooted players through the Nature ticks and dispel Entangling Roots from anyone who has to move. Call Wild Regeneration when it starts.

Damage

Rotate interrupts on Wild Regeneration and purge any heal that lands. Horde groups can skip this boss; its quest is for Alliance.

Each class
  • Druid · your class

    Bear: Feral Charge (talent) or Bash interrupts Wild Regeneration. Restoration: Rejuvenation on rooted players covers the Nature ticks.

  • Hunter · your class

    Keep the pet on the Horror and off nearby packs. If no interrupt is ready, Rapid Fire (26) and Aimed Shot help outpace Wild Regeneration.

  • Mage · your class

    Counterspell (24) Wild Regeneration. Both its spells are Nature, so the 10-sec lockout also stops Entangling Roots.

  • Paladin · your class

    Hammer of Justice stuns the Horror out of a Wild Regeneration cast. Blessing of Freedom (18) keeps an ally immune to Entangling Roots for 10 sec.

  • Priest · your class

    Dispel Magic (18) clears Entangling Roots from allies and strips Wild Regeneration off the Horror. Shield whoever gets rooted.

  • Rogue · your class

    Kick (12) Wild Regeneration. Kick locks out Nature for 5 sec, which also delays Entangling Roots. Fight from behind the Horror.

  • Shaman · your class

    Earth Shock interrupts Wild Regeneration, and Purge (12) removes it if a cast lands. Earth Shock's lockout is 2 sec, so keep Purge ready.

  • Warlock · your class

    Curse of Tongues (26) stretches Wild Regeneration to a 4.5-sec cast, giving interrupts time. Forever lets Bane of Agony share the target with it.

  • Warrior · your class

    Shield Bash (12) interrupts Wild Regeneration in Battle or Defensive Stance; bank 10 Rage for it. Roots do not stop melee, so keep swinging.

Saltspine

Level ?? elite · Patrols the edge of the crocolisk lake

Single-target crocolisk with a 10-yard Dust Storm that hurts and makes attacks miss; clear the nearby lake trash before the pull.

Watch for
  • Tendon RipTank

    Slows the tank's movement by 71% for 8 sec; 20-sec cooldown. It does not change how the fight plays.

  • Fatal BiteTank

    A melee bite that drains health from its target and heals Saltspine.

  • Dust StormStay back

    Physical damage to everyone within 10 yards and 25% lower hit chance with attacks for 5 sec.

Group plan
Tank

Clear the lake trash first, then pull Saltspine where it patrols. Dust Storm makes your attacks miss more, so give yourself a head start on threat.

Healer

Heal from beyond 10 yards so Dust Storm never reaches you. Watch the tank after Fatal Bite, which drains health in one hit.

Damage

Casters and ranged stand beyond 10 yards. Melee lose 25% hit chance in Dust Storm; open slowly, since the tank's misses cost threat too.

Each class
  • Druid · your class

    Bear: Faerie Fire is free in Bear Form and builds threat in Forever; use it while Dust Storm makes swings miss. Restoration: keep Rejuvenation on the tank.

  • Hunter · your class

    Dust Storm hits your pet in melee too. Turn off pet Growl, send the pet a few seconds after the tank, and Mend Pet (12) between storms.

  • Mage · your class

    Open with Frostbolt and hold bigger casts until the tank has a lead; its threat lags while Dust Storm makes its swings miss.

  • Paladin · your class

    Tanking: run Righteous Fury and Seal of Fury, and lean on Consecration and Judgement while Dust Storm makes swings miss. Holy: heal from range.

  • Priest · your class

    Heal from beyond 10 yards. Keep Renew on the tank and Power Word: Shield it after Fatal Bite drains a chunk of health.

  • Rogue · your class

    Expect misses in Dust Storm. Feint (16) keeps you under the tank, whose threat slips when swings miss; Forever doubled Feint's threat cut.

  • Shaman · your class

    Stoneskin Totem reaches party members within 30 yards, so drop it from range for the tank and melee. Hold Earth Shock until the tank has threat.

  • Warlock · your class

    Curse of Weakness trims Saltspine's physical hits. Bring the Imp, which fights from range, not a melee demon, and let the tank build threat before Shadow Bolt.

  • Warrior · your class

    Dust Storm cuts your hit chance by 25%. Build threat with Sunder Armor and Thunder Clap, which Forever allows in Defensive Stance.

Shadetooth

Level ?? elite · Patrols the raptor path with two Thicket Hunters; fight in left cove

Raptor boss with two Thicket Hunter adds, a 5-second fear that can send players into raptor-spawning grass, and a low-health Enrage.

Watch for
  • RendHeal through

    Bleeds the tank for physical damage every 3 sec for 15 sec.

  • Terrifying RoarResistance

    Fears nearby players for 5 sec. It cannot be dispelled and can send players into grass that spawns raptors.

  • EnrageCrowd control

    At low health: 30% faster attacks and more physical damage for 30 sec. Shadetooth can be stunned and slowed.

  • Infected WoundCure disease

    Thicket Hunter disease: the target takes more physical damage for 5 min. Dispel it quickly.

  1. Phase 1Until Enrage

    Control both Thicket Hunters, or kill one while the other stays controlled. Dispel Infected Wound, and Fear Ward the tank or keep Tremor Totem in range.

  2. Phase 2Low health

    Enrage: Shadetooth attacks 30% faster for 30 sec. Stun and slow it, use a tank cooldown, and keep healing through Rend.

Group plan
Tank

Clear the left crocolisk cove and fight there, away from grass. Stay out of Saltspine's water: Thicket Hunters cannot swim, and it resets the fight. Save a cooldown for Enrage.

Healer

Cure Infected Wound on the tank first, then heal through Rend. Fear Ward the tank or place Tremor Totem before the pull, and save mana for the Enrage.

Damage

Control both Thicket Hunters, or control one and kill the other first. Clear the grass trash before the pull, stay on the path, and save stuns and slows for Enrage.

Each class
  • Druid · your class

    Hibernate (18) a Thicket Hunter; it works on beasts. Bear tanks save Bash for the Enrage. Leave Infected Wound to a priest, paladin or shaman.

  • Hunter · your class

    Freezing Trap (20) a Thicket Hunter; Forever traps work in combat at your feet. Concussive Shot slows Shadetooth during its Enrage.

  • Mage · your class

    Polymorph a Thicket Hunter and recast it if it breaks. During the Enrage, Frostbolt and Cone of Cold (26) slow Shadetooth.

  • Paladin · your class

    Purify (8) clears Infected Wound. Hammer of Justice stuns Shadetooth during the Enrage. Tanks: after a fear, judge with Seal of Fury to taunt it back.

  • Priest · your class

    Fear Ward the tank before the pull; Forever makes it baseline at 20. Cure Disease (14) clears Infected Wound. Skip Psychic Scream near grass.

  • Rogue · your class

    Gouge (6) a loose Thicket Hunter that faces you; the 4-sec incapacitate buys time to reapply crowd control. At level 30, Kidney Shot stuns Shadetooth in the Enrage.

  • Shaman · your class

    Drop Tremor Totem (18) before the pull to break Terrifying Roar. Cure Disease (22) clears Infected Wound; Frost Shock slows Shadetooth during the Enrage.

  • Warlock · your class

    Send the Voidwalker to hold the second Thicket Hunter while the first dies. Curse of Weakness on Shadetooth trims its melee hits.

  • Warrior · your class

    Tank in the cleared left cove, away from grass. Iron Will (talent) shortens the fear; save Shield Wall (28) or Last Stand (talent) for the Enrage.

Relic Guardian

Level 31 elite · Site of the Guardian; the Archival Panel on its right starts it

Level 31 gear check: high tank damage, a big health pool, a frontal Arcing Smash, a slowing Thunderclap, and a War Stomp that stuns and knocks back.

Watch for
  • ThunderclapStay back

    Nature damage within 10 yards, plus 33% slower attacks and 40% slower movement for 10 sec. Magic.

  • Arcing SmashNot in front

    Hits everyone in a cone in front of the Guardian.

  • Knock AwayTank

    Hits the tank for extra damage and knocks them back.

  • War StompStay back

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

Group plan
Tank

Press the Archival Panel when the group is ready. Face the Guardian away from everyone for Arcing Smash. Close the gap after Knock Away, and taunt if it turns away.

Healer

Stay beyond 10 yards, out of Thunderclap, and away from War Stomp. Tank damage is high; heal ahead of the 5-second stuns and knockbacks, and drink before the panel.

Damage

Ranged stay beyond 10 yards; melee stand behind. It can be stunned and slowed: chain stuns, and kite it around the nearby structures if the tank falls.

Each class
  • Druid · your class

    Bear: Bash stuns it, and Growl or Challenging Roar (28) pulls it back if it turns after Knock Away. Restoration: save Rebirth for the tank.

  • Hunter · your class

    Keep the pet behind it, out of Arcing Smash. If it breaks loose, Concussive Shot or Frost Trap (28) slows it while you kite it around the structures.

  • Mage · your class

    If the tank dies, Frostbolt and Cone of Cold (26) slow the Guardian for a kite around the structures. Blink (20) frees you from War Stomp's stun.

  • Paladin · your class

    Hammer of Justice stuns the Guardian while the tank recovers. Blessing of Freedom (18) makes a kiter immune to Thunderclap's slow for 10 sec.

  • Priest · your class

    Dispel Magic (18) removes Thunderclap's slow from the tank or a kiter. Heal from beyond 10 yards and keep Power Word: Shield on the tank.

  • Rogue · your class

    Stand behind it, out of Arcing Smash. Feint (16) when your threat nears the tank's, and at level 30 Kidney Shot stuns it while the tank walks back.

  • Shaman · your class

    Stoneskin Totem covers the tank from 30 yards, so drop it well outside Thunderclap. If the tank falls, Earthbind Totem slows the Guardian for a kite.

  • Warlock · your class

    Curse of Weakness trims the tank damage. Affliction (25+) can swap to Curse of Exhaustion for a kite. Soulstone the healer before the panel.

  • Warrior · your class

    Face it away from the group for Arcing Smash. Iron Will (talent) shortens War Stomp's stun. Taunt if it turns after Knock Away; save Shield Wall (28) for low health.