Your class Druid Hunter Mage Paladin Priest Rogue Shaman Warlock WarriorAll
Lower Blackrock Spire
Levels 55-60 (Era baseline) 16 bosses
Blackrock Mountain, upper chain and balcony portal; inside, take the descending right route. Coordinates unverified.
Checked for Forever Classic Era habit: check in game
Rare ogre elite on the way to Omokk; no special abilities are documented, but he hits hard. Don't let him join a pull with other ogres.
Group plan TankClear the ogres near his path first so he comes alone. Face him away from the group and use mitigation early; his melee hits hard.
HealerKeep the tank topped up; his melee is the danger here. Heal from where you can't pull the next ogre pack.
DamageIf other ogres come with him, crowd-control them and kill the Butcher first. Wait for the tank's threat before you open.
Each class Druid · your class Tank in Bear Form with Demoralizing Roar up. Forever lets Entangling Roots work indoors, so root an ogre that comes with him away from the healer.
Hunter · your class Freezing Trap an ogre that comes with him. Forever traps also work in combat at your feet, so you can trap one that joins mid-fight.
Mage · your class Polymorph an ogre that comes with him, then Frostbolt the Butcher. Frost Nova and Blink away if he breaks toward you.
Paladin · your class Blessing of Protection saves a cloth wearer he catches. As tank, Seal of Fury makes Judgement taunt in Forever, so you can pull him back fast.
Priest · your class Power Word: Shield the tank as he engages. If he turns on you, Fade; skip Psychic Scream, which can run him into the next ogre pack.
Rogue · your class Sap an ogre near his path before the pull; in Forever, Sap no longer breaks Stealth, so you still open on the Butcher. Feint keeps you under the tank.
Shaman · your class Drop Stoneskin Totem near the tank to blunt his melee, and Earthbind Totem if a loose ogre runs at a caster.
Warlock · your class Seduce an ogre that comes with him using your Succubus. Curse of Weakness trims the Butcher's melee on the tank.
Warrior · your class Pull him away from other ogres and keep Demoralizing Shout up. Shield Block helps with his heavier hits.
Rare ogre elite near Omokk with caster ogres in his pack; no special abilities are documented. Control the casters and focus him.
Group plan TankHold the Battle Lord and pull the pack around a corner so the caster ogres come to you instead of casting from range.
HealerHeal from range and watch for caster damage on the group while the caster ogres are loose.
DamageCrowd-control or interrupt the caster ogres first, then focus the Battle Lord.
Each class Druid · your class In Bear Form, Bash a caster ogre's spell. Faerie Fire is free in Bear Form in Forever and now adds threat, so use it to hold him.
Hunter · your class Freezing Trap a caster ogre before the pull and send your pet onto the Battle Lord after the tank has him.
Mage · your class Polymorph one caster ogre and Counterspell the other. Put your Frostbolts on the Battle Lord after that.
Paladin · your class Hammer of Justice stops a caster ogre's spell. Run Concentration Aura so their hits push back your heals less.
Priest · your class Mind Control a caster ogre and turn it on its pack, or use Silence (Shadow talent) on one cast. Shield whoever the casters target.
Rogue · your class Sap a caster ogre before the pull; Forever's Sap keeps you in Stealth. Kick the other caster's spells.
Shaman · your class Earth Shock a caster ogre's spell, and drop Grounding Totem to soak one hostile spell meant for the group.
Warlock · your class Seduce a caster ogre with your Succubus, or Spell Lock its cast with your Felhunter. Curse of Tongues slows the rest.
Warrior · your class Shield Bash or Pummel a caster ogre's spell. Keep Demoralizing Shout on the Battle Lord and his pack.
Rare ogre-mage who sheeps players, buffs nearby ogres with Bloodlust and Enlarge, and casts Arcane Bolt; interrupt him and dispel.
Watch for Arcane Bolt Interrupt1 sec cast that hits one player for Arcane damage.
Polymorph Dispel magicTurns a player into a sheep that can't attack or cast; damage breaks it. A Magic effect.
Bloodlust PurgeRaises an ogre ally's attack speed for 30 sec. A Magic buff, so it can be purged.
Enlarge PurgeRaises an ogre ally's Physical damage for 1 min. A Magic buff, so it can be purged.
Group plan TankPull him out of sight of other packs so he comes to you. Pick up the ogres he buffs; Bloodlust makes them hit faster.
HealerDispel Polymorph fast; a sheeped healer or caster is out of the fight. Expect harder melee on the tank while Bloodlust or Enlarge is up.
DamageInterrupt Arcane Bolt and kill the Magus first. Purge Bloodlust and Enlarge off his ogres.
Each class Druid · your class Bash his Arcane Bolt in Bear Form. As healer, keep Rejuvenation on the tank so a Polymorph on you costs less.
Hunter · your class Viper Sting drains the mana he needs for Arcane Bolt and Polymorph. Keep your pet on him while the tank holds the ogres.
Mage · your class Counterspell his Arcane Bolt and burn him first. Frost Nova and Blink away if a Bloodlusted ogre reaches you.
Paladin · your class Cleanse removes Polymorph from a party member. Hammer of Justice stops an Arcane Bolt.
Priest · your class Dispel Magic frees a sheeped player. Cast on an ogre, it can strip Bloodlust or Enlarge.
Rogue · your class Kick his Arcane Bolt, and Kidney Shot to cover the next cast. Sap another ogre before the pull so fewer get his buffs.
Shaman · your class Purge strips Bloodlust and Enlarge off his ogres. Earth Shock his Arcane Bolt.
Warlock · your class Your Felhunter's Devour Magic frees a sheeped ally, and Spell Lock stops an Arcane Bolt.
Warrior · your class Shield Bash or Pummel his Arcane Bolt. Use Shield Block when a Bloodlusted ogre is on you.
Ogre melee boss with two guards; he knocks the tank back and enrages. Tank him against a wall and save his head for Urok.
Group plan TankTank Omokk with your back to a wall so Knock Away can't push you into other ogres. Pick up any guard that isn't crowd-controlled.
HealerHeal from range behind the tank. Spend cooldowns when he enrages; his attack speed jumps by 60% for 2 min.
DamageCrowd-control or kill his two guards first, then Omokk. Melee stand behind him. Loot Omokk's Head if the group plans the Urok event.
Each class Druid · your class Tank in Bear Form against a wall; Faerie Fire is free in Bear Form in Forever and adds threat. Save Frenzied Regeneration for his Enrage.
Hunter · your class Freezing Trap one guard; Forever traps work in combat, so you can re-trap it mid-fight. Keep your pet on Omokk, not the trapped guard.
Mage · your class Polymorph one guard before the pull and Frostbolt Omokk from max range. Frost Nova a loose guard and Blink away.
Paladin · your class Blessing of Sacrifice moves some of the tank's damage to you during his Enrage. Keep Lay on Hands for an emergency.
Priest · your class Shield the tank before his Enrage and switch to Greater Heal while it lasts. Keep Renew on anyone a loose guard hits.
Rogue · your class Sap one guard before the pull; Sap no longer breaks Stealth in Forever. Open from behind Omokk once the tank has him.
Shaman · your class Stoneskin Totem cuts his melee on the tank, which matters most during Enrage. Earthbind Totem slows a loose guard.
Warlock · your class Seduce a guard with your Succubus. Curse of Weakness cuts Omokk's melee, and in Forever it sits beside your Bane of Agony.
Warrior · your class Tank him against a wall so Knock Away has nowhere to throw you. Keep Demoralizing Shout up and use Shield Wall for his Enrage.
Troll caster with two adds who curses the group to take more Physical damage and Hexes nearby players into frogs; decurse and dispel.
Watch for Curse of Blood Remove curse2 sec cast. A Curse on nearby players that raises the Physical damage they take, for 10 min.
Hex Dispel magicTurns nearby players into frogs for 10 sec; they can't attack or cast. A Magic effect.
Group plan TankHold Vosh'gajin and any add that isn't crowd-controlled, facing them away from the group. If Hex frogs you, the healer frees you first.
HealerDispel Hex off the tank first, then other healers. A mage or druid removes Curse of Blood; heal the tank harder while it is on.
DamageCrowd-control or kill her two adds first, then focus Vosh'gajin. Interrupt Curse of Blood when you can.
Each class Druid · your class Remove Curse clears Curse of Blood; start with the tank. In Bear Form, Bash a Curse of Blood cast.
Hunter · your class Freezing Trap one add before the pull. Viper Sting drains the mana she casts Hex and Curse of Blood with.
Mage · your class Remove Lesser Curse clears Curse of Blood; start with the tank. Counterspell her Curse of Blood cast.
Paladin · your class Cleanse removes Hex; free the tank or another healer first. Hammer of Justice stops a Curse of Blood cast.
Priest · your class Dispel Magic removes Hex; free the tank or another healer first. You can't remove Curse of Blood, so ask a mage or druid.
Rogue · your class Kick her Curse of Blood cast. Blind or Gouge an add so the group fights one target at a time.
Shaman · your class Earth Shock her Curse of Blood cast. Stoneskin Totem helps the tank while the curse raises the Physical damage they take.
Warlock · your class Your Felhunter's Devour Magic removes Hex from an ally, and Spell Lock stops a Curse of Blood cast.
Warrior · your class Shield Bash or Pummel her Curse of Blood cast. Use Shield Block while the curse raises your Physical damage taken.
Troll melee boss who hits hard: he cleaves, throws axes at random players, stuns and knocks back the tank, and cuts healing with Mortal Strike.
Watch for Thrash TankGives him 2 extra attacks at once.
Throw Axe Heal through1 sec cast; hurls an axe at a random player and stuns them for 2 sec.
Cleave Not in frontHits the tank and the players nearest to them, up to 3 targets.
Mortal Strike Heal throughHeavy hit that cuts healing on the target by 50% for 5 sec.
Snap Kick TankStuns the tank for 2 sec.
Uppercut TankHits the tank for extra damage and knocks them back.
Pummel TankHits the tank and interrupts their spellcasting for 5 sec.
Group plan TankPut your back to a wall so Uppercut can't throw you far, and face him away from the group for Cleave. Use cooldowns when Mortal Strike lands.
HealerWatch the tank after each Mortal Strike, since your heals do half for 5 sec. Throw Axe can stun you too; keep a heal ready for whoever it hits.
DamageStand behind him, out of Cleave. Keep threat below the tank; Snap Kick and Uppercut cost the tank time on him.
Each class Druid · your class As tank, use Frenzied Regeneration after a Mortal Strike. As healer, keep Rejuvenation on the tank to cover a Throw Axe stun on you.
Hunter · your class Keep your pet out of his front, where Cleave lands. In Forever, Scorpid Sting lowers his chance to hit by 2%, which helps the tank.
Mage · your class Watch threat: Snap Kick and Uppercut cost the tank threat time. Ease off after big crits and keep Mana Shield ready if he turns.
Paladin · your class Devotion Aura cuts his Physical hits on the tank. Lay on Hands is your answer if Mortal Strike lands on a low tank.
Priest · your class Keep Power Word: Shield on the tank; a shield still absorbs fully while Mortal Strike halves your heals. Renew whoever Throw Axe hits.
Rogue · your class Hit from behind, out of Cleave. Feint, which cuts twice the threat in Forever, keeps you under the tank through his stuns and knockbacks.
Shaman · your class Stoneskin Totem cuts his melee on the tank. Healing Stream Totem and Chain Heal cover the tank and whoever Throw Axe stuns.
Warlock · your class Curse of Weakness cuts his melee; in Forever it sits beside your Bane of Agony. Hand out Healthstones before the pull.
Warrior · your class Put your back to a wall for Uppercut and face him away for Cleave. Shield Block and Shield Wall cover the Mortal Strike windows.
Optional Tier 0.5 summon: a druid who heals himself in caster form and shifts to Bear, Cat and Faerie Dragon Form as his health drops.
Watch for Moonfire Dispel magicInstant Arcane hit plus Arcane damage every 3 sec for 12 sec. A Magic effect.
Hurricane MoveChannels a storm on an area for 10 sec: Nature damage every second and slower attacks.
Healing Touch Interrupt2 sec cast that heals him for a large amount.
Rejuvenation PurgeHeals him every 3 sec for 12 sec. A Magic buff, so purge or dispel it.
Demoralizing Roar TankBear Form: lowers nearby players' melee attack power for 30 sec.
Maul TankBear Form: adds damage to his next hit on the tank.
Shred Heal throughCat Form: cuts the target's armor by 75% for 10 sec.
Rake Heal throughCat Form: a hit plus bleed damage every 3 sec for 15 sec.
Reflection Stay backFaerie Dragon Form: reflects harmful spells back at the caster for 5 sec.
Chain Lightning InterruptFaerie Dragon Form: 2 sec cast that arcs Nature damage through up to 3 players.
Caster formStart, and between forms Moonfire, Hurricane, Healing Touch and Rejuvenation. Interrupt Healing Touch, purge or dispel Rejuvenation, and move out of Hurricane.
Bear FormFirst form change Bear Form lasts 10 sec at a time: Demoralizing Roar and Maul on the tank. He drops back to caster form when it ends, so keep interrupts ready.
Cat FormBelow 50% Shred cuts the tank's armor by 75% and Rake bleeds. Heal the tank harder until he shifts back.
Faerie Dragon FormBelow 25% Reflection turns harmful spells back for 5 sec and Chain Lightning arcs through the group. Casters stop on him while Reflection is up.
Group plan TankTank him facing away so melee stand behind him, with the healers at range. Expect harder hits while Shred is on you in Cat Form.
HealerStay out of Hurricane and dispel Moonfire. Heal the tank through Shred in Cat Form, and watch Chain Lightning in Faerie Dragon Form.
DamageInterrupt every Healing Touch and purge Rejuvenation, or he heals back up. Move out of Hurricane. Casters stop on him while Reflection is up.
Each class Druid · your class As healer, stand back out of Hurricane and keep Rejuvenation on the tank. Hold Wrath and Moonfire while Reflection is up, and Rebirth a fallen healer.
Hunter · your class Stay at range, out of Hurricane. In Faerie Dragon Form, lean on Auto Shot and physical shots while Reflection is up.
Mage · your class Counterspell his Healing Touch. Stop casting at him while Reflection is up in Faerie Dragon Form, or your spells hit you.
Paladin · your class Cleanse removes Moonfire from party members. In Faerie Dragon Form, hold Judgement while Reflection is up and keep to melee.
Priest · your class Cast on Mor, Dispel Magic strips his Rejuvenation; on a player, it clears Moonfire. Stop Mind Blast and Smite during Reflection.
Rogue · your class Kick every Healing Touch. Fight from behind him and Feint after big hits; Forever doubled its threat cut.
Shaman · your class Purge his Rejuvenation and Earth Shock his Healing Touch. Nature Resistance Totem cuts Hurricane and Chain Lightning damage.
Warlock · your class Your Felhunter's Spell Lock stops Healing Touch and Devour Magic eats his Rejuvenation. Hold Shadow Bolt during Reflection.
Warrior · your class Shield Bash or Pummel every Healing Touch. Shred cuts your armor in Cat Form; use Shield Block and Shield Wall then.
Rare orc elite who often sits among the tents and blends in; his Mortal Strike halves healing on the tank.
Group plan TankLook for him seated among the tents before you pull. Hold him and any orc with him away from the healer.
HealerExpect smaller heals on the tank for 5 sec after each Mortal Strike. A shield still absorbs in full during those windows.
DamageCrowd-control the other orcs, then kill Bannok.
Each class Druid · your class Root a second orc with Entangling Roots, which works indoors in Forever. Bear tanks keep Demoralizing Roar up.
Hunter · your class Track Humanoids helps you spot him seated in the tents. Freezing Trap another orc in his group.
Mage · your class Polymorph another orc in his group, then Frostbolt Bannok from range.
Paladin · your class Hammer of Justice buys the healer a few seconds after a Mortal Strike lands on a low tank.
Priest · your class Power Word: Shield the tank; a shield absorbs fully while Mortal Strike halves your heals.
Rogue · your class Sap another orc before the pull; Forever's Sap keeps you in Stealth. Kidney Shot gives the healer a gap after Mortal Strike.
Shaman · your class Stoneskin Totem softens his hits on the tank while Mortal Strike halves your heals. Earthbind Totem slows loose orcs.
Warlock · your class Seduce another orc in his group with your Succubus. Curse of Weakness lowers Bannok's melee on the tank.
Warrior · your class Disarm him to cut his damage, and keep Demoralizing Shout up.
Rare spider elite who calls Spire Spiderlings into the fight; pick up the small adds and keep them off the healer.
Group plan TankHold Crystal Fang and grab spiderlings as they appear; keep them beside her so area damage hits them.
HealerStay near the tank so a spiderling that runs at you stays within the tank's reach. Heal through the extra hits.
DamageClear spiderlings near the tank with area damage, then go back to Crystal Fang.
Each class Druid · your class In Bear Form, Swipe hits up to three targets and holds spiderlings on you. Forever scales Swipe with attack power.
Hunter · your class Multi-Shot the spiderlings, and have your pet Growl one off the healer.
Mage · your class Arcane Explosion or Blizzard the spiderlings once the tank has threat on them.
Paladin · your class Consecration under the tank holds the spiderlings; Forever trains it for every paladin at 20.
Priest · your class Keep Renew on the tank and shield anyone the spiderlings chase.
Rogue · your class Fight from behind her. Switch to a spiderling that runs at the healer, and use Evasion if several turn on you.
Shaman · your class Magma Totem near the tank hits the spiderlings; Forever's Totemic Projection moves it under them.
Warlock · your class Hellfire or Rain of Fire on the spiderlings after the tank gathers them.
Warrior · your class Thunder Clap works in Defensive Stance in Forever, so use it to hold the spiderlings. Cleave helps too.
Spider boss who stuns players in front of her and poisons the group with Mother's Milk, which roots people; spiderlings spill out when she dies.
Watch for Crystallize Not in frontStuns players in a cone in front of her for 6 sec. A Magic effect.
Mother's Milk Cure poisonPoisons nearby players; it roots the poisoned player and anyone near them now and then until removed.
Summon Spire Spiderling Kill addsSpire Spiderlings spill out when she dies.
Group plan TankFace her away from the group so only you take Crystallize. Build threat early; she gets free hits while you are stunned.
HealerDispel Crystallize off the tank if you can remove Magic. Cure Mother's Milk except on a player keeping it for the quest; an Immature Venom Sac also cures it.
DamageStay behind her, out of Crystallize. Keep apart so a Mother's Milk root catches fewer people. Kill the spiderlings after she dies.
Each class Druid · your class Abolish Poison clears Mother's Milk; skip the player keeping it for Ragged John's quest.
Hunter · your class Stand at range and away from others so a Mother's Milk root holds only you. Multi-Shot the spiderlings when she dies.
Mage · your class Stay out of her front cone. Arcane Explosion or Blizzard the spiderlings once she dies.
Paladin · your class Cleanse removes Crystallize from the tank and Mother's Milk from others. Skip the player keeping the milk for the quest.
Priest · your class Dispel Magic frees the tank from Crystallize. Priests can't cure poison, so leave Mother's Milk to a shaman, druid or paladin.
Rogue · your class Fight from behind her, out of the Crystallize cone. Save Evasion for the spiderlings that spill out when she dies.
Shaman · your class Poison Cleansing Totem clears Mother's Milk from players near it; leave it down only if no one keeps the poison for the quest.
Warlock · your class Stand apart so a Mother's Milk root holds only you. Your Felhunter's Devour Magic can remove Crystallize from the tank.
Warrior · your class Face her away so Crystallize hits only you. Stack Sunder Armor early and use Revenge when it lights up, so threat holds through the stuns.
Optional summon: plant Omokk's Head with the Roughshod Pike, clear waves of elite ogres, then fight Urok, who fears and bleeds the group.
Watch for Intimidating Roar ResistanceParalyzes his target with terror for 8 sec and makes other nearby players flee in fear.
Rend Heal throughBleeds the target for Physical damage every 3 sec for 15 sec.
Strike TankMelee hit for extra damage.
Ogre wavesAfter the summon Waves of elite ogres attack. Crowd-control what you can and kill them one at a time; one player clicks the pike about every 30 sec to strike an ogre.
UrokAfter the waves Urok joins. Finish any loose ogres, then tank him facing away. Ward against Intimidating Roar and heal through Rend.
Group plan TankClear the area first, including the bugs up the ramp. Hold each wave's ogres, then pick up Urok and face him away.
HealerPace your mana across several waves. Fear Ward or Tremor Totem blunts Intimidating Roar; heal through Rend on the tank.
DamageCrowd-control ogres and kill them one at a time. Assign one player to click the pike whenever it is ready. Loot Warosh's Mojo from Urok for the quest.
Each class Druid · your class Entangling Roots works indoors in Forever: root an ogre from each wave away from the healer.
Hunter · your class Freezing Trap an ogre from each wave; Forever traps work in combat at your feet. Feign Death drops you off a loose ogre.
Mage · your class Polymorph an ogre from each wave. Watch it when it breaks; it comes for the player who sheeped it.
Paladin · your class Blessing of Protection saves a caster an ogre catches. As tank, Consecration holds wave ogres; Forever trains it for every paladin at 20.
Priest · your class Fear Ward the tank before Urok arrives; Forever gives it to every priest at 20. Mind Control an ogre and turn it on its wave.
Rogue · your class Blind one ogre from a wave and Gouge another so the group kills them one at a time.
Shaman · your class Tremor Totem breaks Intimidating Roar's fear. Earthbind Totem slows wave ogres; Forever's Totemic Projection moves it where they run.
Warlock · your class Seduce an ogre from each wave with your Succubus. Hand out Healthstones before the summon; the event runs long.
Warrior · your class Use Berserker Rage in Berserker Stance before Urok roars; it makes you immune to fear. Challenging Shout gathers a wave if CC fails.
Orc gunner who nets players, shoots from range, stuns groups with bombs and drinks a healing potion; pull him into the cleared hallway.
Watch for Shoot TankFires at his target when they are out of melee range.
Hooked Net Tank0.5 sec cast that roots nearby players in place and deals Physical damage.
Stun Bomb Spread out2 sec cast; throws a bomb that damages and stuns every player in the area.
Drink Healing Potion BurstDrinks a potion at about half health to heal himself.
Group plan TankClear the hallway, then pull him into it so he can't back up into more packs. When Hooked Net ends, close on him so he stops shooting.
HealerStand apart from the group so Stun Bomb doesn't stun you along with them. Heal through Shoot while the tank is netted.
DamageSpread out for Stun Bomb. Push damage after he drinks his potion at about half health.
Each class Druid · your class In Bear Form, Faerie Fire is free in Forever and adds threat; cast it while netted to keep him on you.
Hunter · your class Stand apart from the group so Stun Bomb catches fewer players. Feign Death if he turns his gun on you.
Mage · your class Stand apart from others for Stun Bomb. Save your burst for after he drinks his potion.
Paladin · your class Blessing of Freedom frees the tank from Hooked Net so they can close on Zigris fast.
Priest · your class Power Word: Shield the netted tank while Zigris shoots. Stand apart so Stun Bomb catches you alone.
Rogue · your class Sprint back to him after a net so he stops shooting. Hit from behind once the tank has him.
Shaman · your class Spread out for Stun Bomb. Earthbind Totem in the hallway slows him if he backs away to shoot.
Warlock · your class Curse of Weakness lowers his damage on the tank; in Forever it sits beside your Bane of Agony. Stand apart for Stun Bomb.
Warrior · your class Intercept closes the gap after Hooked Net ends; Forever's trained Tactical Mastery keeps 10 Rage through the stance swap.
Worg boss with Rend and Thrash; her death brings Gizrul the Slavener running in, so keep mana for a second fight.
Group plan TankPull her away from the group and the pups. When she dies, stay ready; Gizrul runs in soon after.
HealerKeep mana in reserve: Gizrul comes in right after Halycon dies. Heal through Rend with heals over time.
DamageKill Halycon, then turn to Gizrul at once. Use the Empty Worg Pup Cage on a Bloodaxe Worg Pup here if you have Kibler's Exotic Pets.
Each class Druid · your class Hibernate a Bloodaxe Worg Pup; they are beasts. Innervate a healer before Gizrul arrives.
Hunter · your class Scare Beast keeps a Bloodaxe Worg Pup out of the fight while the group works on Halycon.
Mage · your class Polymorph a loose pup. Use Evocation right after Halycon dies to start Gizrul with more mana.
Paladin · your class Blessing of Wisdom on healers helps with two fights in a row. As tank, Seal of Fury's Judgement taunts Gizrul onto you in Forever.
Priest · your class Keep Renew on the tank through Rend and save mana; Gizrul follows right after.
Rogue · your class Blind a loose pup so the group stays on Halycon. Keep cooldowns for Gizrul, who comes next.
Shaman · your class Healing Stream Totem helps through Rend; drop Mana Spring Totem so healers start Gizrul's fight with mana.
Warlock · your class Soulstone a healer before the pull; two fights back to back raise the risk.
Warrior · your class Thunder Clap, usable in Defensive Stance in Forever, slows the pups' attacks while you hold Halycon.
Worg who arrives after Halycon dies; his bites drain health and leave a disease, and he enrages. A tank-and-heal fight right after another.
Watch for Fatal Bite Heal throughDrains health from the tank and heals him for up to twice that amount.
Infected Bite Cure diseaseDisease: Nature damage every 10 sec and more Physical damage taken, for 3 min.
Enrage Heal throughRaises his attack speed by 60% and his Physical damage for 2 min.
Group plan TankPick him up the moment he arrives and face him away. Save your strongest cooldown for his Enrage.
HealerCure Infected Bite on the tank; it raises the Physical damage they take. Heal through Fatal Bite and spend cooldowns when he enrages.
DamageKeep steady damage on him, since Fatal Bite heals him. Stay behind him.
Each class Druid · your class Use Frenzied Regeneration in Bear Form for his Enrage. Druids can't cure disease, so leave Infected Bite to a priest, paladin or shaman.
Hunter · your class In Forever, Scorpid Sting lowers his chance to hit by 2%, which helps the tank through Enrage.
Mage · your class Keep steady damage on him, since Fatal Bite heals him back. Use Evocation before he arrives if Halycon drained you.
Paladin · your class Purify or Cleanse removes Infected Bite. Keep Lay on Hands for when his Enrage outpaces your Holy Light.
Priest · your class Abolish Disease on the tank keeps Infected Bite off. Shield before his Enrage and use Greater Heal while it lasts.
Rogue · your class Fight from behind him and keep damage steady, since Fatal Bite heals him. Evasion covers you if he turns.
Shaman · your class Cure Disease removes Infected Bite, or drop Disease Cleansing Totem by the tank. Nature Resistance Totem cuts its Nature damage.
Warlock · your class Keep your Imp out for Blood Pact's extra health on the tank, and keep steady damage on him to outpace Fatal Bite.
Warrior · your class Save Shield Wall for his Enrage; Forever gives it a cooldown of its own, apart from Retaliation and Recklessness.
Rare orc champion with two guards who Shield Bashes the spells of whoever he attacks and enrages; control his guards and burn him.
Watch for Shield Bash TankBashes the player he is attacking when they cast, interrupting the spell for 8 sec.
Enrage Heal throughRaises his attack speed by 60% and his Physical damage for 2 min.
Group plan TankHold him and any guard that isn't crowd-controlled, facing them away. Don't cast while he attacks you; Shield Bash interrupts it for 8 sec. Use mitigation when he enrages.
HealerHeal the tank through his Enrage. If he turns on you, stop casting until the tank takes him back.
DamageCrowd-control his two guards, then burn Ghok. If he turns on a caster, that player stops casting until the tank has him again.
Each class Druid · your class In Bear Form, Swipe holds him and a nearby orc, and Frenzied Regeneration covers his Enrage.
Hunter · your class Stay at range. If he turns on a caster, Distracting Shot pulls him to you and Feign Death drops you after.
Mage · your class Polymorph one of his guards before the pull, then Frostbolt Ghok from range. If he turns on you, Frost Nova and Blink before casting.
Paladin · your class As tank, avoid self-heals while he attacks you; Shield Bash interrupts for 8 sec. Seal of Fury's Judgement taunt pulls him back in Forever.
Priest · your class Power Word: Shield the tank before his Enrage, and keep Renew ticking between bigger heals.
Rogue · your class Sap one of his guards before the pull; in Forever you stay in Stealth after. Open on Ghok from behind.
Shaman · your class Stoneskin Totem softens his Enrage on the tank. If he turns on you, stop casting; his Shield Bash interrupts for 8 sec.
Warlock · your class Your Voidwalker can hold another orc with Torment while the group kills Ghok.
Warrior · your class Use Shield Block and Shield Wall through his Enrage. Thunder Clap works in Defensive Stance in Forever, so hold nearby orcs with it.
Final boss: a dragonkin who cleaves, knocks players back with Sweeping Slam and calls two guards at half health; tank him against the back wall.
Watch for Cleave Not in frontHits the tank and the players nearest to them.
Sweeping Slam Not in frontHits everyone in a cone in front of him and knocks them back.
Demoralizing Shout TankLowers nearby players' melee attack power.
Empower Will Kill addsA Spirestone Warlord guard dispels one Polymorph, charm or knockout effect from nearby allies.
Phase 1100% to 50% Wyrmthalak alone. Tank him against the wall behind his spot, facing away; everyone else stays out of his front for Cleave and Sweeping Slam.
GuardsAbout 50% Two guards join, drawn from Bloodaxe Veteran, Smolderthorn Berserker and Spirestone Warlord. Crowd-control or off-tank them and keep burning Wyrmthalak.
Group plan TankTank him with your back to the wall behind his spot so Sweeping Slam can't throw you. At 50%, pick up any guard that isn't crowd-controlled.
HealerStay at range, out of his front. Expect a spike at 50% when two guards join; a Smolderthorn Berserker's Mortal Strike cuts your heals.
DamageStay behind him. At 50%, crowd-control the guards; a Spirestone Warlord's Empower Will breaks Polymorph on its allies. If he is low, finish him first.
Each class Druid · your class Entangling Roots holds a guard at 50%; it works indoors in Forever. Bear tanks keep Demoralizing Roar on him.
Hunter · your class Freezing Trap a guard at 50%; Forever traps work in combat at your feet. Stay out of his front cone.
Mage · your class Polymorph a guard at 50%, but expect a Spirestone Warlord's Empower Will to break it. Frost Nova guards heading for the healer.
Paladin · your class Hammer of Justice stops a guard heading for the healer. Blessing of Protection saves a caster a guard reaches.
Priest · your class Shield whoever a guard targets and Fade if one turns on you. Skip Mind Control if a Spirestone Warlord comes; Empower Will breaks charms.
Rogue · your class Stay behind him for Cleave and Sweeping Slam. At 50%, Kidney Shot a guard heading for the healer while the tank picks it up.
Shaman · your class Earthbind Totem slows the guards at 50%; Forever's Earthbound talent makes it root them for 5 sec.
Warlock · your class Fear or Seduce a guard at 50%, or Death Coil one that reaches a healer.
Warrior · your class Tank with your back to the wall so Sweeping Slam can't knock you far. At 50%, Taunt or Mocking Blow a guard off the healer.