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Gnomeregan

Levels 29-388 bosses

Dun Morogh, western Train Depot portal; Horde teleport from Booty Bay (Stranglethorn Vale 27, 77).

Checked for ForeverClassic Era habit: check in game

Techbot

Level 26 elite · Techbot's Loading Room in the outer Train Depot, outside the portal

Optional

Optional mech outside the portal and an Alliance quest target. Dispel Lag, stand clear of Battle Net, and kill Dupe Bugs before Patch heals him.

Watch for
  • LagDispel magic

    Magic. Slows a player's attacks by 54% and movement by 60% for 10 sec; its Link Dead effect stuns for 8 sec.

  • Battle NetStay back

    Roots players near him in place for 10 sec.

  • Summon Dupe BugKill adds

    Summons a Dupe Bug that fights for him for 1 min.

  • PatchKill adds

    Kills all nearby Dupe Bugs and heals him.

Group plan
Tank

Hold him in his side room, with ranged players out of Battle Net's reach. Lag can stun you for 8 sec, so call for a dispel and take him back as soon as it ends.

Healer

A priest's Dispel Magic removes Lag, which is Magic, before its stun lands. Other healers can't remove it, so keep the tank topped up through the stuns.

Damage

Kill each Dupe Bug as it appears so Patch has fewer bugs to heal from. Ranged stand back from him so Battle Net doesn't root you.

Each class
  • Druid · your class

    Shifting forms breaks Battle Net's root. In Bear Form, Swipe hits Techbot and two Dupe Bugs at once.

  • Hunter · your class

    Multi-Shot hits Techbot and his Dupe Bugs together. Send your pet to each new bug so Patch has fewer to heal from.

  • Mage · your class

    Fire Blast each Dupe Bug as it spawns, or Arcane Explosion them when they bunch up on the tank, so Patch has less to heal from.

  • Paladin · your class

    Blessing of Freedom frees a teammate from Battle Net's root and Lag's slow. Purify can't remove Lag; it is Magic.

  • Priest · your class

    Dispel Magic removes Lag from a teammate before its Link Dead stun lands. Keep Renew on the tank through any stun you miss.

  • Rogue · your class

    Sinister Strike each Dupe Bug as it spawns, then go back to Techbot. Evasion covers you if he turns on you.

  • Shaman · your class

    Drop Healing Stream Totem by the tank; it keeps healing while Lag's Link Dead stun holds the tank. Purge only strips enemies, so it can't remove Lag.

  • Warlock · your class

    Send your Voidwalker at each Dupe Bug so Patch has fewer to heal from. Bane of Agony and Corruption keep ticking on Techbot while you switch targets.

  • Warrior · your class

    Thunder Clap works in Defensive Stance in Forever, so it hits his Dupe Bugs while you hold him.

Grubbis

Level 32 elite · First hall on the left past the entrance, at Blastmaster Emi Shortfuse

Optional

Escort event: guard Blastmaster Emi Shortfuse while troggs pour from two caves, then kill Grubbis and Chomper. Grubbis has no special abilities.

  1. First caveAfter you talk to Emi

    Emi opens a cave wall and sets charges while troggs pour out in waves. Keep them off her. Leave the tunnel when she warns of the blast at 10 and 5 sec.

  2. Second caveAfter the first blast

    She moves to a second cave and repeats it while another set of trogg waves pours out. Stay out of the tunnel; anyone inside when it blows can die.

  3. GrubbisBefore the second blast

    Grubbis and his basilisk Chomper come out of the second cave. Kill Chomper, then Grubbis, and keep Emi alive to the end.

Group plan
Tank

Stand by Emi and grab each trogg wave as it leaves the cave. When Grubbis and Chomper arrive, hold both on you.

Healer

Drink to full before anyone talks to Emi; the waves come back to back. Heal Emi if troggs reach her, and stay out of the cave tunnels.

Damage

Kill troggs that go for Emi first. Leave the tunnel when she warns of a blast. On the last wave, kill Chomper first, then Grubbis.

Each class
  • Druid · your class

    In Bear Form, Swipe hits three troggs at once, and Challenging Roar (28) pulls a whole wave off Emi.

  • Hunter · your class

    Forever traps work in combat at your feet: drop Freezing Trap beside Emi to catch a trogg. Multi-Shot the waves as they leave the cave.

  • Mage · your class

    Arcane Explosion and Flamestrike clear trogg waves at the cave mouth. Frost Nova roots a pack that runs past the tank toward Emi.

  • Paladin · your class

    Consecration, trained by every paladin at 20 in Forever, holds each trogg wave. Hammer of Justice stuns a trogg that gets to Emi.

  • Priest · your class

    Psychic Scream sends up to three troggs running from 28 (two before that) if a wave reaches you. Keep Renew on the tank between waves.

  • Rogue · your class

    Gouge a trogg that runs at Emi so the tank can grab it. Leave the tunnel on her blast warning; the collapse can kill you.

  • Shaman · your class

    Drop Magma Totem (26) at the cave mouth; in Forever, Fire Nova erupts at your active fire totem. Earthbind Totem slows troggs heading for Emi.

  • Warlock · your class

    Rain of Fire each wave at the cave mouth. Your Voidwalker's Torment pulls a trogg off Emi.

  • Warrior · your class

    Thunder Clap works in Defensive Stance in Forever; use it on each wave. Challenging Shout (26) pulls a pack off Emi.

Chomper

Level 30 elite · Comes out of the second cave with Grubbis during Emi's event

Optional

Grubbis's basilisk; arrives with him in the last wave. No abilities are documented and it has low health, so kill it first.

Group plan
Tank

Hold Chomper and Grubbis together so neither reaches Emi or the healer.

Healer

Keep the tank up while two elites hit at once; the damage drops once Chomper dies.

Damage

Kill Chomper first; Wowhead lists 955 health for it. Then switch to Grubbis.

Each class
  • Druid · your class

    Faerie Fire is free in Bear and Cat Form in Forever; put it on Chomper as the first kill target.

  • Hunter · your class

    Chomper is a beast, so Scare Beast works on it if it runs at a caster. Otherwise put Hunter's Mark on it as the first kill.

  • Mage · your class

    Polymorph works on Chomper, a beast, if the tank can't hold both elites. Fire Blast and Frostbolt finish its low health.

  • Paladin · your class

    If Chomper turns on the healer, Judgement with Seal of Fury taunts it back in Forever.

  • Priest · your class

    Power Word: Shield the tank as the last wave arrives; two elites hit at once until Chomper dies.

  • Rogue · your class

    Kidney Shot (30) holds Chomper in place while the group kills it, then move to Grubbis.

  • Shaman · your class

    Stoneskin Totem cuts melee damage on the tank while Grubbis and Chomper both hit. Frost Shock slows Chomper if it runs.

  • Warlock · your class

    Curse of Weakness lowers Chomper's melee damage; in Forever it sits beside your Bane of Agony.

  • Warrior · your class

    Demoralizing Shout lowers the attack power of Chomper and Grubbis together.

Viscous Fallout

Level 30 elite · Irradiated ground floor of the Hall of Gears

Optional

Optional elemental with no special abilities in Classic guides. It is immune to Frost; clear the trash around it first.

Group plan
Tank

Clear the nearby irradiated packs, then pull him alone. Expect plain melee hits.

Healer

Light, steady tank healing is enough. Save mana for the trash on this floor.

Damage

He is immune to Frost, so use Fire, Arcane, Nature, Shadow or weapons.

Each class
  • Druid · your class

    Tanking in Bear Form, Faerie Fire is free and adds threat in Forever. Healing or casting, Moonfire and Wrath hit him as usual.

  • Hunter · your class

    Frost Trap's slow fails on him; he is immune to Frost. Aimed Shot, trained by every hunter at 20 in Forever, and Arcane Shot hit as usual.

  • Mage · your class

    He is immune to Frost: use Fireball, Fire Blast and Arcane Missiles, not Frostbolt.

  • Paladin · your class

    Tank with Righteous Fury and Seal of Fury. Consecration, open to every paladin at 20 in Forever, also hits trash that joins.

  • Priest · your class

    He has no special attacks, so Renew and Heal keep the tank up without spending Flash Heal mana. Save mana for the floor's trash.

  • Rogue · your class

    Expose Armor in Forever matches about five Sunder Armor stacks; use it if no warrior is sundering.

  • Shaman · your class

    Frost Shock fails on him; he is immune to Frost. Use Earth Shock, Flame Shock and Lightning Bolt.

  • Warlock · your class

    Curse of the Elements covers every magic school in Forever; put it on him for your Shadow Bolts and the group's spells.

  • Warrior · your class

    Sunder Armor threat scales with attack power in Forever; stack it early so the damage dealers can open.

Electrocutioner 6000

Level 32 elite · Raised launch pad in the center of the Launch Bay

Mech that deals Nature damage with Chain Bolt, Megavolt and Shock. Spread out, stay out of his front, and loot the Workshop Key.

Watch for
  • Chain BoltSpread out

    2.5 sec cast. Nature bolt that arcs to nearby players, hitting up to 3.

  • MegavoltNot in front

    2 sec cast. Nature damage to everyone in a cone in front of him.

  • ShockHeal through

    Instant Nature bolt at one player; 6 sec cooldown.

Group plan
Tank

Turn him away from the group so Megavolt's cone hits only you. Stay at the edge of melee range so Chain Bolt has fewer players to jump to.

Healer

All his spells deal Nature damage. Stand apart from others; heal the tank first, then top off everyone Chain Bolt hit.

Damage

Spread out so Chain Bolt reaches fewer players, and stay out of his front. Loot the Workshop Key; it opens the backdoor to the Engineering Labs.

Each class
  • Druid · your class

    In Bear Form, turn him away from the group for Megavolt. Healing, put Rejuvenation on each player Chain Bolt hits.

  • Hunter · your class

    Stand at max range, apart from other players, so Chain Bolt can't arc to you. Aimed Shot is yours at 20 in Forever.

  • Mage · your class

    Stand apart from other players so Chain Bolt can't jump to you. Mana Shield only absorbs physical damage, so it won't stop his Nature hits.

  • Paladin · your class

    Tanking, turn him away from the group so only you take Megavolt. Healing, Flash of Light tops off Chain Bolt targets cheaply.

  • Priest · your class

    Renew each player Chain Bolt or Shock hits, and keep Power Word: Shield on the tank. Stand apart so Chain Bolt can't arc to you.

  • Rogue · your class

    Attack from behind; Megavolt hits only his front. Leave room between you and other melee so Chain Bolt can't jump between you.

  • Shaman · your class

    Nature Resistance Totem (30) lowers all three of his attacks; they are Nature damage. Stand apart for Chain Bolt.

  • Warlock · your class

    Curse of Tongues makes his Chain Bolt and Megavolt 50% slower to cast; in Forever it sits beside your Bane of Agony.

  • Warrior · your class

    Turn him away from the group so Megavolt hits only you, and stay at the edge of melee range so Chain Bolt jumps less.

Crowd Pummeler 9-60

Level 32 elite · Upper southern ledge of the Engineering Labs

Optional

Melee mech that hits and knocks back everyone near him. Tank him against a wall, keep casters at range, and stay off the ledge edge.

Watch for
  • Crowd PummelStay back

    Hits everyone within 10 yards, knocks them back and can interrupt spellcasting for 5 sec.

  • TrampleStay back

    Weapon hit on everyone within 10 yards of him.

  • Arcing SmashNot in front

    Weapon hit on players in a cone in front of him.

Group plan
Tank

Put your back to a wall, away from the ledge and the healer, so Crowd Pummel can't knock you off. Face him away from the group for Arcing Smash.

Healer

Stay at max range, more than 10 yards out; Crowd Pummel interrupts casts it reaches. Melee will take steady hits.

Damage

Casters stay at range. Melee attack from behind, out of Arcing Smash, and keep away from the edge; Crowd Pummel and Trample still reach you.

Each class
  • Druid · your class

    In Bear Form, tank with a wall behind you so Crowd Pummel can't knock you off the ledge. Healing, stay more than 10 yards out.

  • Hunter · your class

    Stay at range; Crowd Pummel and Trample only reach 10 yards. Keep your pet behind him, out of Arcing Smash.

  • Mage · your class

    Cast from max range. Crowd Pummel interrupts spells within 10 yards and can lock you out for 5 sec.

  • Paladin · your class

    His three attacks are all Physical; Devotion Aura softens them. Tanking, keep a wall behind you for Crowd Pummel's knockback.

  • Priest · your class

    Heal from beyond 10 yards so Crowd Pummel can't interrupt you. Power Word: Shield melee who take Trample hits.

  • Rogue · your class

    Stand behind him, but not with your back to the ledge; Crowd Pummel knocks melee back. Evasion helps if he turns on you.

  • Shaman · your class

    Drop Stoneskin Totem near the tank to cut his melee hits, then heal from beyond 10 yards so Crowd Pummel can't interrupt you.

  • Warlock · your class

    Curse of Weakness lowers his melee damage; in Forever it sits beside your Bane of Agony. Cast from beyond 10 yards.

  • Warrior · your class

    Keep a wall behind you so Crowd Pummel can't knock you off the ledge. Thunder Clap slows his attacks and works in Defensive Stance in Forever.

Dark Iron Ambassador

Level 33 rare elite · North side of the last tunnel before Tinkers' Court

Rare

Rare Dark Iron caster who throws Fireballs and summons two Burning Servants. Interrupt Fireball, strip Fire Shield II and kill the adds.

Watch for
  • FireballInterrupt

    3 sec cast. Fire damage to one player.

  • Fire Shield IIPurge

    Magic. Burns players near him with Fire damage every 3 sec for 1 min.

  • Summon Burning ServantKill adds

    Summons a fire elemental that fights for him for 4 min; he calls two, one after the other.

  • Summon EmbersKill adds

    2 sec cast by a Burning Servant. Summons 3 Embers that fight for 1 min.

Group plan
Tank

Pull him away from the group and pick up each Burning Servant as it appears.

Healer

Stay at max range and heal the tank. Fire Shield II burns players near him, so heal melee until someone strips it.

Damage

Interrupt Fireball and purge or dispel Fire Shield II. Kill the Burning Servants and any Embers, then the Ambassador.

Each class
  • Druid · your class

    In Bear Form, Bash stops a Fireball. Entangling Roots works indoors in Forever; root a Burning Servant that heads for a caster.

  • Hunter · your class

    Multi-Shot the Burning Servants and Embers. In Forever, Freezing Trap at your feet holds a Servant; Scatter Shot (Marksmanship, 30) stops a Fireball.

  • Mage · your class

    Counterspell his Fireball. Fire Ward absorbs Fire damage from his Fireball and Fire Shield II.

  • Paladin · your class

    Hammer of Justice stops a Fireball. Tanking, Consecration, which every paladin trains at 20 in Forever, holds both Burning Servants on you.

  • Priest · your class

    Dispel Magic strips Fire Shield II from him. Silence, the Shadow talent at 30, stops a Fireball.

  • Rogue · your class

    Kick his Fireball. Kidney Shot (30) buys time while the group kills a Burning Servant.

  • Shaman · your class

    Earth Shock interrupts Fireball and Purge strips Fire Shield II. Fire Resistance Totem (28) cuts all his Fire damage.

  • Warlock · your class

    Banish a Burning Servant; it is an elemental. A Felhunter (30) can Devour Magic his Fire Shield II.

  • Warrior · your class

    Shield Bash interrupts Fireball. Thunder Clap works in Defensive Stance in Forever; use it to hold the Burning Servants.

Mekgineer Thermaplugg

Level 34 elite · Center of Tinkers' Court, the last room

Final boss: kill Walking Bombs, press the buttons on the six dispensers, and rebuild threat after Knock Away. Dispensers speed up below 50%.

Watch for
  • Knock AwayTank

    Hits his target and knocks them back, dropping their threat. A second version knocks back everyone near him.

  • Activate BombKill adds

    Lightning switches on one of six dispensers. It sends Walking Bombs until its button is pressed.

  • Walking Bomb EffectKite

    A Walking Bomb blows up when it reaches a player, hitting everyone within 10 yards.

  1. Phase 1100–50%

    He knocks the tank back and switches on dispensers one at a time. One or two players press the button by each active dispenser while ranged kill the bombs that get out.

  2. Phase 250–0%

    Dispensers switch on more often. Keep the button players moving, kill bombs before they reach the healer, and burn him down.

Group plan
Tank

Hold him in the middle of the room so bombs take longer to reach you. After each Knock Away, run back in and taunt or rebuild threat at once.

Healer

Stay away from bombs; each blast hits everyone within 10 yards. Heal the tank first, and watch whoever he turns to after a Knock Away.

Damage

Ranged kill Walking Bombs as they leave the dispensers. Assign one or two players to press the button by each active dispenser. Watch threat after Knock Away.

Each class
  • Druid · your class

    In Bear Form, Growl him back after each Knock Away. Entangling Roots works indoors in Forever; root a Walking Bomb short of the group.

  • Hunter · your class

    Shoot Walking Bombs as they leave the dispensers, or take button duty with Aspect of the Cheetah. Feign Death if he turns to you.

  • Mage · your class

    Fire Blast and Arcane Explosion kill Walking Bombs near the group. On button duty, Blink shortens the run between dispensers.

  • Paladin · your class

    Tanking, Judgement with Seal of Fury taunts in Forever; use it right after Knock Away. Consecration hits bombs that reach you.

  • Priest · your class

    Fade if he turns to you after a Knock Away. Power Word: Shield the tank and anyone a bomb is about to reach.

  • Rogue · your class

    Take button duty: Sprint gets you to an active dispenser fast. Feint, whose threat cut doubled in Forever, keeps you below the tank.

  • Shaman · your class

    Drop Earthbind Totem between the dispensers and the group to slow Walking Bombs. Magma Totem burns bombs that reach the melee.

  • Warlock · your class

    Soulstone your healer before the pull. Rain of Fire Walking Bombs that bunch up, and keep Corruption ticking on him.

  • Warrior · your class

    Taunt him back after each Knock Away. Mocking Blow in Battle Stance is the backup; Tactical Mastery (14) keeps rage through the swap.