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Maraudon

Levels 45-52 (Era baseline)10 bosses

Desolace [28, 62], Valley of Spears stone doors; Era world coordinates.

Checked for ForeverClassic Era habit: check in game

The Nameless Prophet

Level 41 elite · Exterior tunnels outside the instance portals; moves between spots

Optional

Optional centaur elite in the exterior caverns; kill him for the Amulet of Spirits and remove his curse and disease.

Watch for
  • Curse of BloodRemove curse

    2 sec cast; a curse that makes players near him take more Physical damage.

  • Festering RashCure disease

    Disease that lowers all of a player's attributes.

Group plan
Tank

Find him in the exterior tunnels before you take a portal; he rotates between three spots. Pull him alone and hold him where he stands.

Healer

Ask a mage or druid to remove Curse of Blood from the tank, since it raises the Physical damage they take. Priests, paladins and shamans can clear Festering Rash.

Damage

Kill him and loot the Amulet of Spirits for The Pariah's Instructions. Use it on each khan's spirit to make that khan attackable.

Each class
  • Druid · your class

    Cast Remove Curse on anyone with Curse of Blood. In Bear Form, Forever makes Faerie Fire free on a 6 sec cooldown, and it adds threat.

  • Hunter · your class

    Viper Sting (36) drains the mana he needs for Curse of Blood. Keep your pet behind him and let the tank build threat first.

  • Mage · your class

    Remove Lesser Curse clears Curse of Blood from the tank. Festering Rash is a disease you can't remove, so leave it to a priest, paladin or shaman.

  • Paladin · your class

    Purify removes Festering Rash. Paladins can't remove curses, so ask a mage or druid to take Curse of Blood off the tank.

  • Priest · your class

    Cure Disease or Abolish Disease (32) clears Festering Rash. You can't remove Curse of Blood, so keep Power Word: Shield on the tank instead.

  • Rogue · your class

    Pick Pocket him from Stealth before the pull. Kick his Curse of Blood; it has a 2 sec cast.

  • Shaman · your class

    Cure Disease (22) clears Festering Rash. You can't remove Curse of Blood, so Earth Shock its 2 sec cast instead.

  • Warlock · your class

    Curse of Tongues slows his casting, and a Felhunter's Spell Lock (36) can stop Curse of Blood before it lands.

  • Warrior · your class

    Shield Bash his 2 sec Curse of Blood cast, since it raises the Physical damage you take. Pummel (38) works too in Berserker Stance.

Noxxion

Level 48 elite · Noxious Hollow in the orange wing, in his own pool

Optional

Poison elemental who hits the group with Toxic Volley, then splits into Noxxion's Spawns and can't be attacked for a while.

Watch for
  • Toxic VolleyCure poison

    Poison volley: Nature damage to the group, then more Nature damage every 3 sec for 15 sec.

  • UppercutTank

    Hits his target and knocks them back.

  • Summon Noxxion's SpawnsKill adds

    He splits into Noxxion's Spawns and can't be attacked for a while; the spawns can go after anyone.

Group plan
Tank

Pull him out of the water onto dry ground so area spells land. Uppercut knocks you back, so step straight back in. When he splits, grab the spawns before they reach the healer.

Healer

Toxic Volley poisons the whole group; cure it or heal through it with group heals. Most of his damage is Nature, so Nature resistance helps more than armor.

Damage

Burn Noxxion. When he splits, kill the spawns while he is gone, then go back to him when he returns. They have low health, so area damage works well.

Each class
  • Druid · your class

    Abolish Poison (26) cleans Toxic Volley over time; Cure Poison works too. As Restoration, Tranquility (30) catches the whole group after a volley.

  • Hunter · your class

    Aspect of the Wild (46) adds Nature resistance to the party against Toxic Volley. Multi-Shot the spawns when he splits.

  • Mage · your class

    Arcane Explosion and Blizzard clean up Noxxion's Spawns while he is gone. Frost Nova holds them if they run at the healer.

  • Paladin · your class

    Purify or Cleanse (42) removes Toxic Volley's poison. Consecration, trained by every paladin in Forever, catches the spawns as they spread.

  • Priest · your class

    Priests can't remove poison, so heal Toxic Volley with Prayer of Healing (30) and Renew. Power Word: Shield yourself when the spawns appear.

  • Rogue · your class

    Stay on Noxxion, then swap to the spawns when he vanishes; their low health suits quick finishers. Use Evasion if several turn on you.

  • Shaman · your class

    Drop Poison Cleansing Totem (22) for Toxic Volley and Nature Resistance Totem (30) for its damage. Chain Heal (40) recovers the group after a volley.

  • Warlock · your class

    Hellfire (30) or Rain of Fire clears Noxxion's Spawns. Have your Voidwalker Torment a spawn off the healer.

  • Warrior · your class

    Pull him onto dry land. When he splits, Challenging Shout (26) or Thunder Clap, usable in Defensive Stance in Forever, gathers the spawns.

Razorlash

Level 48 elite · Small cave at the end of the orange wing, before Poison Falls

Optional

Physical tank-and-spank lasher with Cleave, extra swings from Thrash and a bleed; face him away and keep the tank topped up.

Watch for
  • CleaveNot in front

    Hits his target and the nearest players, up to 3 targets.

  • ThrashTank

    His swings can turn into two extra attacks.

  • PunctureHeal through

    His attacks can open a bleed: Physical damage every 2 sec for 10 sec.

Group plan
Tank

Face him away from the group, since Cleave hits up to 3 targets. Thrash swings and the Puncture bleed hit hard, so use your mitigation early.

Healer

Stay at max range and keep the tank topped up through the bleed. If Puncture lands on someone else, heal them until it wears off.

Damage

Melee stand behind him, out of Cleave; ranged keep max range. All his damage is physical, so let the tank build threat first.

Each class
  • Druid · your class

    As tank, Demoralizing Roar softens his physical hits. As healer, keep Rejuvenation on the tank to cover each Puncture bleed.

  • Hunter · your class

    Scorpid Sting lowers his hit chance by 2% in Forever, which eases the tank's load. Keep your pet behind him, out of Cleave.

  • Mage · your class

    Amplify Magic on the tank raises the healing they receive, and his attacks are all physical. Cast from max range.

  • Paladin · your class

    Run Devotion Aura, since all his damage is physical. Blessing of Protection saves a cloth player if he turns away from the tank.

  • Priest · your class

    Renew covers the tank between Puncture ticks; put Power Word: Shield on before a Thrash burst. Stay at max range.

  • Rogue · your class

    Attack from behind, out of Cleave. Expose Armor matches about five Sunder Armor stacks in Forever, and Feint keeps you under the tank.

  • Shaman · your class

    Stoneskin Totem cuts his physical hits on the tank. Keep Lesser Healing Wave ready after a Thrash burst.

  • Warlock · your class

    Curse of Weakness lowers his melee damage on the tank. Let the tank build threat before your first Shadow Bolt.

  • Warrior · your class

    Face him away and use Shield Block against his Thrash swings. Demoralizing Shout lowers the damage of every hit.

Lord Vyletongue

Level 47 elite · Vyletongue Seat in the purple wing, behind stealthed satyr guards

Optional

Satyr archer with two linked stealthed demon guards; fight him in melee range, dispel Smoke Bomb's stun and close in after Blink.

Watch for
  • ShootStack up

    Shoots one player from 5 to 30 yards for physical damage.

  • Multi-ShotStack up

    Fires at up to 5 players at range for physical damage.

  • Smoke BombDispel magic

    Stuns players near him for 4 sec; it is a Magic effect.

  • BlinkMove

    Teleports him 20 yards forward and frees him from roots.

Group plan
Tank

Clear the stealthed Putridus Shadowstalkers in the doorway first. Then pull Vyletongue with his two linked guards and hold all three. After Blink, close in on him again.

Healer

Stand within 5 yards of him with the group so Shoot and Multi-Shot can't reach you. Dispel Smoke Bomb's stun from the tank. If he Blinks away, break line of sight.

Damage

Control the two guards and kill Vyletongue in melee range. When he Blinks away, step behind a corner so he must come back to you, then finish the guards.

Each class
  • Druid · your class

    Root a Shadowstalker with Entangling Roots, which works indoors in Forever. Don't root Vyletongue; Blink frees him from roots.

  • Hunter · your class

    Freezing Trap one Shadowstalker; in Forever traps also work in combat, at your feet. Feign Death (30) if a guard turns on you.

  • Mage · your class

    Polymorph won't hold the demon guards; Frost Nova pins them instead. Stand in melee range of Vyletongue so Shoot can't reach you.

  • Paladin · your class

    Cleanse (42) removes Smoke Bomb's stun from an ally. Exorcism works on demons, so use it on Vyletongue and his guards.

  • Priest · your class

    Dispel Magic removes Smoke Bomb's 4 sec stun from the tank. Keep Power Word: Shield on whoever Multi-Shot hits.

  • Rogue · your class

    Blind (34) a Shadowstalker that reaches the healer; Sap works only on humanoids. After Blink, wait behind the corner with the group.

  • Shaman · your class

    Earthbind Totem slows a loose Shadowstalker. Healing Stream Totem keeps healing while Smoke Bomb stuns you.

  • Warlock · your class

    Banish a linked Shadowstalker; it's a demon. Your Felhunter's Devour Magic can strip Smoke Bomb's stun from an ally.

  • Warrior · your class

    Thunder Clap, usable in Defensive Stance in Forever, holds both linked guards. Demoralizing Shout lowers their damage too.

Meshlok the Harvester

Level 48 rare elite · Top of Poison Falls, where the orange and purple wings meet

Rare

Rare bog beast that may not spawn; a short melee fight with Strike and a War Stomp that stuns and knocks back nearby players.

Watch for
  • StrikeTank

    A heavier melee hit on his target.

  • War StompStay back

    Damages, knocks back and stuns players near him.

Group plan
Tank

Check the top of Poison Falls for him; he patrols a small area and looks like the other bog beasts. Face him away from the group.

Healer

Stay at max range, outside War Stomp, and heal the tank through Strike. A stunned tank still needs heals.

Damage

Ranged spread out at max range to stay out of War Stomp. Melee expect the stun and knockback, then step back in.

Each class
  • Druid · your class

    In Bear Form, Demoralizing Roar softens Strike. As healer, Rejuvenation keeps healing the tank while War Stomp stuns them.

  • Hunter · your class

    Stay at max range, outside War Stomp. Scorpid Sting lowers his hit chance by 2% in Forever, which helps the tank.

  • Mage · your class

    Frostbolt from max range, outside War Stomp. Save Frost Nova for a bog beast that joins the pull.

  • Paladin · your class

    Run Devotion Aura against his physical hits. Consecration, trained at 20 in Forever, keeps building threat while War Stomp stuns you.

  • Priest · your class

    Keep Renew on the tank so healing continues while War Stomp stuns them. Heal from max range.

  • Rogue · your class

    Hit from behind. When War Stomp lands, wait out the stun and knockback, then Sprint back in.

  • Shaman · your class

    Stoneskin Totem softens Strike on the tank. Your totems keep working while War Stomp stuns the group.

  • Warlock · your class

    Curse of Weakness trims Strike damage on the tank. Cast from max range, where War Stomp can't reach you.

  • Warrior · your class

    Use Shield Block against Strike. If War Stomp knocks you back, walk straight in and Taunt if he turns.

Celebras the Cursed

Level 49 elite · Poison Falls, right before the way down to Earth Song Falls

Optional

Corrupted keeper who casts Wrath and roots and keeps calling treants; interrupt him, control the treants and burn him first.

Watch for
  • WrathInterrupt

    2 sec cast that hits his target with a bolt of Nature damage.

  • Entangling RootsDispel magic

    Roots a player in place and deals Nature damage every 3 sec; a Magic effect.

  • Corrupt Forces of NatureKill adds

    Summons 3 treants to fight for him for 1 min.

  • Twisted TranquilityHeal through

    10 sec channel: Nature damage in an area, 70% slower movement and 300% slower attacks.

Group plan
Tank

Grab Celebras and his three treants at the pull with area threat, and pick up each new set as he calls them. Tank them where they stand.

Healer

Dispel Entangling Roots from players. During Twisted Tranquility, use group heals and spread your healing; everyone in it moves and attacks slower.

Damage

Focus Celebras and interrupt Wrath. He keeps calling treants, so control them rather than chase them. After he dies, talk to Celebras the Redeemed for the scepter.

Each class
  • Druid · your class

    Root a treant with Entangling Roots, which works indoors in Forever. A rooted treant can still hit anyone in reach, so root it away from the healer.

  • Hunter · your class

    Freezing Trap a treant; Forever traps also work in combat, at your feet. Viper Sting (36) drains the mana Celebras needs for Wrath.

  • Mage · your class

    Counterspell his Wrath. Frost Nova pins the treants away from you; Polymorph won't, since they are elementals.

  • Paladin · your class

    Blessing of Freedom frees a player from Entangling Roots, and Cleanse (42) removes it. Hammer of Justice holds a treant off the healer.

  • Priest · your class

    Dispel Magic removes Entangling Roots. Prayer of Healing (30) covers the group through Twisted Tranquility.

  • Rogue · your class

    Kick his Wrath. Stay on Celebras rather than the treants, since his summons keep coming.

  • Shaman · your class

    Earth Shock his Wrath. Nature Resistance Totem (30) cuts Wrath, root and Twisted Tranquility damage, since all three are Nature.

  • Warlock · your class

    Banish a treant; they are elementals. Your Felhunter's Spell Lock (36) stops Wrath, and Devour Magic frees a rooted ally.

  • Warrior · your class

    Thunder Clap, usable in Defensive Stance in Forever, and Demoralizing Shout hold the treants on you. Shield Bash or Pummel (38) stops Wrath.

Tinkerer Gizlock

Level 50 elite · Side chamber off the first ramp in Earth Song Falls

Optional

Goblin engineer with a frontal Goblin Dragon Gun, area Bombs, a ranged Shoot and pet-scaring Flash Bombs; stand close behind him.

Watch for
  • ShootStack up

    Shoots one player from 5 to 30 yards for physical damage.

  • BombSpread out

    2 sec cast that bombs an area for Fire damage.

  • Goblin Dragon GunNot in front

    8 sec channel that burns everyone in a cone in front of him with Fire damage.

  • Flash BombSpread out

    Thrown bomb: beasts within 5 yards of the blast run away for 10 sec.

Group plan
Tank

Face him away from the group so the Goblin Dragon Gun cone hits only you. He doesn't follow you while he channels it, so you can step out of the cone and return when it ends.

Healer

Heal from behind him, out of the Dragon Gun cone. Shoot needs 5 yards, so standing close stops it; keep a little space from others, since Bomb hits an area.

Damage

Attack from behind him. Bomb and the Dragon Gun deal Fire damage, so fire resistance helps. Flash Bomb can scare beast pets for 10 sec, so don't count on a pet to hold him.

Each class
  • Druid · your class

    Stay behind him, out of the Dragon Gun cone. As healer, Rejuvenation and Regrowth cover Bomb's Fire damage across the group.

  • Hunter · your class

    Flash Bomb can send your pet running for 10 sec, so let the tank hold him, not your pet. Shoot from behind him, out of the Dragon Gun cone.

  • Mage · your class

    Fire Ward absorbs Bomb and Goblin Dragon Gun damage. Blink out of the cone if he turns toward you.

  • Paladin · your class

    Run Fire Resistance Aura (36); Bomb and Goblin Dragon Gun deal Fire damage. Consecration, trained at 20 in Forever, holds threat while he channels.

  • Priest · your class

    Stand behind him and heal Bomb damage with Renew and Flash Heal. Power Word: Shield the tank before each Dragon Gun channel.

  • Rogue · your class

    Stay behind him for Backstab and out of the Goblin Dragon Gun cone. Spread a little from the others so one Bomb doesn't hit everyone.

  • Shaman · your class

    Drop Fire Resistance Totem (28); Bomb and Goblin Dragon Gun deal Fire damage. Stand behind him with the melee.

  • Warlock · your class

    Curse of Tongues slows Bomb's 2 sec cast. Stay behind him, out of the Dragon Gun cone.

  • Warrior · your class

    Face him away so the Dragon Gun cone hits only you, and step out while he channels. Sunder Armor and Revenge keep threat high through his Bombs.

Landslide

Level 50 elite · Top of the spiral ramp, the right fork past the bridge

Optional

Mountain giant who knocks the tank back and tramples nearby players; he also stuns players in an area for 8 sec while calling Theradrim Shardlings.

Watch for
  • Knock AwayTank

    Hits his target and knocks them back.

  • TrampleStay back

    Hits everyone near him.

  • Summon ShardlingsKill adds

    8 sec channel: stuns players in an area for 8 sec and summons Theradrim Shardlings every 2 sec.

Group plan
Tank

Tank him with your back to a wall so Knock Away doesn't throw you far. Pick up Shardlings when they appear so they stay off the healer.

Healer

Heal from max range, out of Trample and the stun area. When he calls Shardlings the group can be stunned for 8 sec, so keep everyone topped up and heals over time rolling.

Damage

Stay on Landslide; his Shardlings vanish when he dies. Ranged keep max range to avoid Trample and the stun. Turn area damage on the Shardlings only if they reach the healer.

Each class
  • Druid · your class

    Keep Rejuvenation on the tank so it runs through the 8 sec stun. Faerie Fire, free in Bear and Cat Form in Forever, cuts his armor.

  • Hunter · your class

    Stay at max range for the stun. Volley (40) or Multi-Shot thins the Shardlings if they swarm the healer.

  • Mage · your class

    Cast from max range so the 8 sec stun misses you. Frost Nova or Blizzard holds Shardlings off the healer.

  • Paladin · your class

    As tank, Consecration, trained at 20 in Forever, picks up Shardlings as they spawn. Run Devotion Aura against Trample.

  • Priest · your class

    Keep Renew and Power Word: Shield on the tank so they carry through the 8 sec stun, which can catch you too. Heal from max range.

  • Rogue · your class

    Expose Armor matches about five Sunder Armor stacks in Forever, a big help against his armor. Step out of Trample when you can.

  • Shaman · your class

    Keep Healing Stream Totem down; totems keep working through the 8 sec stun. Magma Totem thins the Shardlings.

  • Warlock · your class

    Banish a Shardling that reaches the healer, since they are elementals; the rest vanish when Landslide dies.

  • Warrior · your class

    Back up to a wall so Knock Away doesn't toss you. After the stun, Challenging Shout (26) pulls the Shardlings off the casters.

Princess Theradras

Level 51 elite · Zaetar's Grave, the platform on the left fork past the bridge

Final and hardest boss: heavy melee, a fear, knockback waves and thrown Boulders; Fear Ward the tank and keep ranged at max range.

Watch for
  • ThrashTank

    Gives her two extra attacks at once.

  • Repulsive GazeStay back

    Paralyzes one player with terror and makes other nearby players flee in fear.

  • Dust FieldStay back

    Shakes the ground, damaging nearby players and knocking them back.

  • BoulderHeal through

    2 sec cast that hurls a boulder at a player at range.

Group plan
Tank

Tank her at the back of her platform. Get Fear Ward or Tremor Totem on you before the pull; warriors can break the fear with Berserker Rage. Retake her fast after a knockback.

Healer

Heal from max range, out of Dust Field but in reach of everyone. If the tank is feared or knocked away, heal them first and be ready to move away from her.

Damage

Ranged stay at max range for Dust Field; melee take its knockback and walk back in. If the tank loses her, stop attacking and move away until they retake her.

Each class
  • Druid · your class

    Keep Rejuvenation on the tank so healing runs while you move. Save Rebirth for the tank and Innervate (40) for the main healer.

  • Hunter · your class

    Stay at max range, outside Dust Field. Feign Death (30) drops you off her threat list if she turns to you while the tank is feared.

  • Mage · your class

    Cast from max range, outside Dust Field. Watch threat while the tank is feared, and Blink away if she comes for you.

  • Paladin · your class

    Blessing of Protection saves a cloth player she turns to while the tank is feared. Divine Shield (34) covers you if she comes for you.

  • Priest · your class

    Fear Ward the tank before the pull; every priest has it at 20 in Forever, now with a 3 min cooldown. Fade if you draw her while the tank is feared.

  • Rogue · your class

    Hit from behind; Dust Field's knockback pushes you out, so Sprint back in. Feint often, with its doubled threat cut in Forever.

  • Shaman · your class

    Drop Tremor Totem near the tank to clear Repulsive Gaze's fear. Keep Chain Heal (40) ready after Dust Field hits the melee.

  • Warlock · your class

    Soulstone the tank or healer before the pull. Cast from max range, outside Dust Field, and stop casting if the tank is feared.

  • Warrior · your class

    Berserker Rage (30) breaks Repulsive Gaze's fear but needs Berserker Stance, so swap and swap back. Shield Wall (28) covers a Thrash burst.

Rotgrip

Level 50 elite · The water below Princess Theradras's platform at Zaetar's Grave

Optional

Albino crocolisk in the lake below the princess; a heavy melee fight with a bleed and Fatal Bite, which heals him for what it drains.

Watch for
  • PunctureHeal through

    His attacks can open a bleed: Physical damage every 2 sec for 10 sec.

  • Fatal BiteHeal through

    Drains health from his target and heals him for up to twice that amount.

Group plan
Tank

Clear the hydras in the water first. Pull him with a ranged attack, bring him toward the surface if you can, and face him away. Save a cooldown for Fatal Bite.

Healer

Keep the tank topped up; Fatal Bite drains them and heals him, and Puncture adds a bleed. Ask for Water Breathing or Unending Breath before fighting underwater.

Damage

Let the tank build threat; he hits cloth wearers hard. Clear the hydras first, and jump into the water only after Princess Theradras.

Each class
  • Druid · your class

    Aquatic Form swims fast and breathes underwater; use it to reach him. As healer, keep Rejuvenation on the tank against the Puncture bleed.

  • Hunter · your class

    Scorpid Sting lowers his hit chance by 2% in Forever. Pull him with a shot toward the surface so the group isn't fighting for breath.

  • Mage · your class

    Amplify Magic on the tank raises the healing they receive against his physical damage. Stay at range and let threat settle first.

  • Paladin · your class

    Run Devotion Aura, since his damage is physical. Blessing of Protection saves a cloth player he turns on.

  • Priest · your class

    Keep Renew on the tank through Puncture and Power Word: Shield up for Fatal Bite, which heals him for what it drains.

  • Rogue · your class

    Expose Armor matches about five Sunder Armor stacks in Forever. Stay behind him and Feint so he doesn't turn on you.

  • Shaman · your class

    Cast Water Breathing (22) on players who need it before the fight. Stoneskin Totem softens his melee on the tank.

  • Warlock · your class

    Cast Unending Breath (16) on the party before the fight. Curse of Weakness lowers his melee damage on the tank.

  • Warrior · your class

    Save Shield Wall (28) for a Fatal Bite low point. Demoralizing Shout lowers his melee damage.