Desolace [28, 62], Valley of Spears stone doors; Era world coordinates.
Checked for ForeverClassic Era habit: check in game
1
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.
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.
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.
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.
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.
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.
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.
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.