Checked for ForeverClassic Era habit: check in game
1
Patchwerk
Level ?? boss · Construct Quarter, first boss
Tank-and-spank gear check: soak Hateful Strike with off tanks and kill him before his Berserk at 7 minutes.
Watch for
Hateful StrikeTank
Heavy hit on the highest-health player in his melee range near the top of his threat list.
EnrageBurst
At 5% health his attack speed rises by 40%.
BerserkBurst
After 7 minutes his attack speed rises by 150% and his hits grow far stronger.
Slime BoltBurst
Once Berserk, he also fires poison bolts that deal Nature damage over 6 sec.
Group plan
Tank
Main tank holds him in a corner. Two or three off tanks with high health stand in his melee range so Hateful Strike lands on them, not on melee DPS. Save Shield Wall for the 5% Enrage.
Healer
Assign healers to each tank and keep max-rank direct heals landing on the Hateful Strike soakers; top each one before the next strike. Pace mana for a fight that can run 7 minutes.
Damage
Go all out once the tanks settle; he rarely leaves his main tank. Melee stand at his side with less health than the soakers. Save cooldowns for 5% and beat the Berserk at 7 minutes.
Each class
Druid · your class
Restoration: keep Rejuvenation on each soak tank and fill with Healing Touch. Feral: stay out of the soak spots unless you are an assigned Bear soaker.
Hunter · your class
Shoot from range and Feign Death if you climb near the tanks' threat. This isn't a pet-tanking job; keep your pet on passive.
Mage · your class
Stay at range and under tank threat. Evocation and a mana gem keep you casting; save Arcane Power or Combustion for the 5% Enrage.
Paladin · your class
Holy: chain Holy Light on your assigned soak tank. Protection soaks only if assigned; Templar's Bulwark, a Forever talent, absorbs your max health for 8 sec.
Priest · your class
Keep Power Word: Shield and Renew on the soak tanks between strikes and chain Greater Heal. Inner Focus a big heal when a soaker drops low.
Rogue · your class
Let the main and soak tanks build threat first; you can't soak Hateful Strike. Feint keeps you under them, and in Forever it drops twice the threat.
Shaman · your class
Keep Windfury Totem by the melee; in Forever its buff covers the raid. Restoration: chain Healing Wave on your soak tank and keep Mana Spring Totem down.
Warlock · your class
Wait for tank threat, then keep your assigned curse up; Curse of the Elements covers every school in Forever. Life Tap only at full health.
Warrior · your class
Soak Hateful Strike at full health in Defensive Stance with a shield. Shield Block helps; save Shield Wall or Last Stand for spikes. DPS warriors stay at his side.
Movement fight: drag him along the walls as poison clouds pile up, run Mutating Injection out of the raid and kill the slimes.
Watch for
Mutating InjectionMove
Disease on a player that bursts after 10 sec, hurting players near them and leaving a Poison Cloud.
Poison CloudMove
Lingering cloud that deals heavy Nature damage to anyone inside; it stays a long time.
Slime SprayNot in front
Frontal spray of Nature damage; each player hit spawns a Fallout Slime.
Slime StreamTank
4500 Nature damage over 3 sec on players near him when his tank is out of melee range.
BerserkBurst
At 12 minutes he goes berserk; kill him before then.
Phase 1100–30%
Kite him along the walls. Injected players run to the edge, Fallout Slimes die away from healers, and only the tank stands in front of him.
Phase 230–0%
He injects players more often and safe ground runs short. Spend cooldowns and finish him before the 12-minute Enrage.
Group plan
Tank
Drag him slowly along the outer wall so his clouds land at the edge, facing him away from the raid. Keep moving the whole fight, and stay in melee range or he casts Slime Stream.
Healer
Stand behind him, clear of the slime path. Heal injected players as they run out and the tank through clouds. Don't dispel Mutating Injection inside the raid; it bursts where it ends.
Damage
Ranged do most of the damage; melee kill each Fallout Slime away from healers. If injected, run to the edge beside an old cloud, away from the tank's path. Save cooldowns for 30%.
Each class
Druid · your class
You can't cure Mutating Injection; it's a disease. Keep Rejuvenation on the moving tank. Moonkin: in Forever, Moonkin Aura gives the whole raid spell crit.
Hunter · your class
Run Aspect of the Wild for the Nature damage. Shoot from max range behind him, and if injected, get to the edge before you shoot again.
Mage · your class
Take Mutating Injection to the assigned edge; Blink gets you there faster. Stay behind him, out of Slime Spray, and Frost Nova a Fallout Slime for the melee.
Paladin · your class
Don't Cleanse Mutating Injection in the raid; it bursts where it ends. Holy: keep the moving tank in range. Retribution: help kill Fallout Slimes off the healers.
Priest · your class
Cure Disease or Abolish Disease pops Mutating Injection where the player stands, so cleanse only at the drop spot if your leader plans it. Heal the tank through clouds.
Rogue · your class
Hit him from behind only while no cloud sits under you, and kill each Fallout Slime away from the healers. If injected, Sprint to the edge.
Shaman · your class
Don't drop Disease Cleansing Totem; it would pop Injection. Drop Nature Resistance Totem for the Nature damage; Forever's resistance bonus reaches the raid.
Warlock · your class
Stand behind him at range and drop Injection at the assigned outer edge. Keep your demon out of the clouds and move it as the tank moves.
Warrior · your class
Main tank: drag him slowly along the wall facing away from the raid, and stay in melee range or Slime Stream hits. Others: kill Fallout Slimes off the healers.
Tank swap and add control: trade Mortal Wound stacks, kite zombies until Decimate, then kill them before they reach him.
Watch for
Mortal WoundTank swap
Stacking debuff on his tank; each stack cuts healing taken by 10%.
FrenzyPurge
About every 10 sec: attack speed +100% and damage +50% for 8 sec. Tranquilizing Shot removes it.
Terrifying RoarStay back
Fears players near him for 5 sec, every 20 sec.
DecimateHeal through
About every 105 sec: drops every player and zombie to 5% health. The zombies then walk to him.
Summon Zombie ChowKill adds
Zombies crawl from the grates about every 10 sec; each one he reaches heals him by 5%.
BerserkBurst
Soon after the third Decimate he goes berserk; kill him before then.
Group plan
Tank
Two tanks trade him at 4 or 5 Mortal Wound stacks. Tank him by the door, facing it, so a feared tank can't drag him toward the zombies. Keep Fear Ward on whoever holds him.
Healer
Decimate drops everyone to 5% health, so have heals ready the moment it lands: tanks first, then the zombie kiters. Keep zombies off you.
Damage
Kiters slow and hold the zombies away from him with Frost Trap, Cone of Cold and Frost Nova. When Decimate lands, everyone swaps to the zombies and kills them before they reach him.
Each class
Druid · your class
Restoration: Nature's Swiftness into Healing Touch tops a tank after Decimate. Entangling Roots works indoors in Forever, so it can hold a zombie for the kiters.
Hunter · your class
Rotate Tranquilizing Shot on Frenzy and call a miss; Forever lists it at 60, so confirm how you learn it. Frost Trap the zombie lane; Forever traps work in combat.
Mage · your class
Kite zombies with Cone of Cold and Frost Nova; Blizzard slows only with Improved Blizzard. After Decimate they sit at 5% health, so Arcane Explosion finishes them.
Paladin · your class
Holy: have a heal ready for the tanks the moment Decimate lands. Skip Turn Undead on zombies; a feared one can run to him. Consecration helps finish the pack.
Priest · your class
Keep Fear Ward on the tank holding him; every Forever priest has it. After Decimate, shield the tanks first, and Shackle Undead a zombie that reaches the healers.
Rogue · your class
Hit him from behind and swap to zombies after Decimate. Blade Flurry speeds the kill; Kidney Shot stops one that slips toward him.
Shaman · your class
In the tanks' party, Tremor Totem breaks Terrifying Roar's fear. Earthbind Totem slows zombies on the kite path; Chain Heal the tanks after Decimate.
Warlock · your class
After Decimate, drop Rain of Fire on the zombie pack; damage over time is too slow. Then go back to Shadow Bolt on the boss.
Warrior · your class
Tanks: Taunt to swap at 4 or 5 Mortal Wound stacks; Berserker Rage can block the Roar's fear if you stance-dance. Kiters: Piercing Howl slows zombies.
Level ?? boss · Construct Quarter, last boss; Stalagg and Feugen on side platforms
Two-part fight: kill Stalagg and Feugen within 5 sec of each other, then fight Thaddius while grouping by Positive and Negative Charge.
Watch for
Power SurgeTank
Stalagg: attack speed +200% for 10 sec; his tank needs a cooldown.
Static FieldStay back
Feugen: burns mana from players near him.
War StompStay back
Stalagg and Feugen knock back players near them.
Magnetic PullTank swap
Stalagg and Feugen trade tanks across the room; each must retake his new wight.
ShockTank
If a wight is pulled away from its tesla coil, the coil shocks the raid.
Polarity ShiftMove
3 sec cast every 30 sec that gives each player a Positive or Negative Charge.
Positive ChargeStack up
Hurts nearby players without it; each nearby Positive ally raises your damage.
Negative ChargeStack up
Hurts nearby players without it; each nearby Negative ally raises your damage.
Chain LightningHeal through
Arcs to up to 15 players, with more Nature damage on each jump.
BerserkBurst
After 5 minutes of phase 2 his speed and damage soar.
Phase 1Stalagg and Feugen
Split the raid between the two platforms. Hold each wight by its tesla coil, retake it after Magnetic Pull, and kill both within 5 sec or the dead one rises at full health.
Phase 2Thaddius
Jump down to his platform. After each Polarity Shift, check your charge and reach your side within 5 sec. Stack with your charge for damage and beat the Berserk at 5 minutes.
Group plan
Tank
Phase 1: one tank per wight, held by its tesla coil; retake your boss after each Magnetic Pull and use a cooldown on Power Surge. Phase 2: the main tank stands with players who share its charge.
Healer
Split evenly between platforms; Feugen's healers stand out of Static Field. In phase 2, heal Chain Lightning on the raid and move with your charge. A few spare healers can deal damage.
Damage
Casters take Stalagg, melee take Feugen; match pace so both die within 5 sec. In phase 2, run to your charge's side the moment it changes, through him if needed, then stack for the bonus.
Each class
Druid · your class
Bear: Forever's 50% Bear Form threat helps you hold him in phase 2 from inside your charge group. Restoration: Rejuvenation lets you heal while you cross to your side.
Hunter · your class
Phase 1: shoot Stalagg with the ranged group; Static Field burns your mana near Feugen. Phase 2: stay in range of your charge group and recall the pet if it sits wrong.
Mage · your class
Stay on Stalagg, or outrange Static Field if sent to Feugen. In phase 2, Blink through him to your new side the moment your charge flips.
Paladin · your class
Holy: heal Stalagg's tank through Power Surge. In phase 2, move before you cast; in Forever, Judgement under Seal of Fury taunts him back if the tank loses him.
Priest · your class
Phase 1: Power Word: Shield the Stalagg tank before Power Surge; Feugen's healers stay out of Static Field. Phase 2: Renew and shields let you heal on the run.
Rogue · your class
Take Feugen with the melee and match the Stalagg group's pace. In phase 2, Sprint helps you cross in the 5 sec window; check your charge every shift.
Shaman · your class
Phase 2: run to your side first, then set totems; Totemic Projection, new in Forever, moves them without recasting. Chain Heal suits a stacked charge group.
Warlock · your class
Fight Stalagg from range; Static Field burns your mana near Feugen. In phase 2, move before you cast and keep your demon with your charge group.
Warrior · your class
Phase 1: tank your wight by its coil and Taunt it after Magnetic Pull; Shield Wall covers Power Surge. Phase 2: stand with your charge group.
Add fight with a curse check: decurse Curse of the Plaguebringer at once, pause after each Blink and kill the waves while he waits on his balcony.
Watch for
Curse of the PlaguebringerRemove curse
Curse; if not removed within 10 sec, the target and allies near them get Wrath of the Plaguebringer.
BlinkTank
About every 25 sec he teleports about 20 yards and wipes his threat.
CrippleDispel magic
Magic on players near his Blink: 50% slower movement, attacks twice as slow, half Strength for 15 sec.
Summon SkeletonKill adds
Calls Plagued Warriors into the room about every 30 sec.
TeleportKill adds
Leaps to his balcony, out of reach, while waves of Plagued Champions and Guardians attack.
GroundStart, and between balconies
Tank him on the floor. Stop damage after each Blink until the tank holds him, decurse at once and kill the skeletons.
BalconyFirst at 90 sec
He teleports up and can't be hit. Kill the Champion and Guardian waves; he comes back when they die or time runs out. Each visit sends tougher waves.
Group plan
Tank
Main tank retakes him fast after each Blink. Off tanks wait at the spawn corners to pick up skeletons and balcony waves and keep them away from healers.
Healer
Remove Cripple from the main tank after each Blink. Watch the add tanks during balcony waves, and keep clear of Plagued Warriors.
Damage
Stop damage after each Blink until the tank has him again. Mages and druids remove Curse of the Plaguebringer at once. On balcony waves, focus the called target.
Each class
Druid · your class
Remove Curse on Curse of the Plaguebringer comes before any other cast. Bear: Feral Charge or Growl retakes a skeleton that runs for a healer.
Hunter · your class
Kill skeletons from range and stop shooting Noth after Blink until the tank has him. Feign Death if he turns to you.
Mage · your class
Remove Lesser Curse on Curse of the Plaguebringer at once; it outranks any nuke. Stop casting on him after Blink until the tank retakes him.
Paladin · your class
Cleanse Cripple off the main tank after each Blink; it's Magic. You can't remove the curse, so call a mage or druid. Exorcism hits him and his undead adds hard.
Priest · your class
Dispel Magic removes Cripple from the main tank after each Blink. You can't decurse, so heal and call for Remove Curse. Shackle Undead a Plagued Champion if asked.
Rogue · your class
Stop attacking after Blink until he's retaken; Forever's Feint drops twice the threat. On balcony waves, Kidney Shot and Gouge help lock down a Guardian.
Shaman · your class
You can't remove the curse or Cripple, and Purge works only on enemies. Heal the add tanks during waves, and Frost Shock slows a skeleton heading for healers.
Warlock · your class
Pause after Blink and kill assigned skeletons. You can't decurse, so call it out. Shadow Ward helps if Wrath of the Plaguebringer slips through.
Warrior · your class
Main tank: Intercept closes the gap after Blink; rebuild threat with Shield Slam and Sunder Armor. Off tanks: hold skeletons at the spawn corners.
Level ?? boss · Plague Quarter, second boss; four floor sections and a platform
Dance fight: move through the safe floor sections as eruptions sweep the room, then a fast dance each time he takes his platform.
Watch for
EruptionMove
The floor erupts section by section in a set pattern; stand only in the safe section.
Decrepit FeverCure disease
Disease: max health -50% and 500 Nature damage every 3 sec for 21 sec.
Mana BurnStay back
Burns mana from players near him and deals that much damage; casters stay on the platform.
TeleportMove
Sends a few players to the tunnel outside his room; run back before the dance.
Plague CloudMove
45 sec channel on his platform during the fast dance; nobody can stand there.
Phase 190 sec
He fights on the floor. Ranged and healers stand on the platform; the tank and melee move with the slow eruption sweep. Cure Decrepit Fever and bring teleported players back.
Phase 245 sec
He teleports to the platform and channels Plague Cloud. Everyone leaves the platform and dances through the fast eruptions, then the cycle repeats.
Group plan
Tank
Walk him through the safe sections in step with the eruptions in phase 1. Threat carries over between phases, so pick him up again where he lands after the dance.
Healer
Stand on the platform in phase 1, out of Mana Burn, and cure Decrepit Fever on the melee. In phase 2 leave the platform and dance; heal only with instant or quick spells on the move.
Damage
Ranged stand on the platform in phase 1; melee follow the tank's dance. In phase 2 everyone dances. Keep attacking only while you keep moving; never stop to finish a cast.
Each class
Druid · your class
Rejuvenation and Regrowth let you heal while dancing. You can't remove Decrepit Fever; leave it to disease cleaners. Dash in Cat Form saves a late move.
Hunter · your class
Shoot from the platform in phase 1. In phase 2 dance with the raid and shoot only from safe ground. If teleported, run back through the tunnel before the dance.
Mage · your class
Cast from the platform in phase 1, outside Mana Burn range. In phase 2 move first; Blink covers a late step, and Ice Block, a Frost talent, saves a misstep.
Paladin · your class
Cleanse Decrepit Fever on the melee; it's a disease. Holy heals from the platform in phase 1. In phase 2, Divine Shield saves you from one bad step.
Priest · your class
Abolish Disease and Cure Disease clear Decrepit Fever from the melee. Heal from the platform in phase 1; in phase 2 cast Renew and Power Word: Shield on the move.
Rogue · your class
Dance with the melee and step only as far as the next safe section. Sprint helps if you fall behind. Get Decrepit Fever cured before the next eruption.
Shaman · your class
In a melee party, Disease Cleansing Totem clears Decrepit Fever; Cure Disease the rest. In phase 2 keep moving and set totems again after the dance.
Warlock · your class
Cast from the platform in phase 1, then leave it for the dance. Skip Life Tap before phase 2, and don't follow your demon's path.
Warrior · your class
Tank: walk him through the safe sections in step with the eruptions. Melee: learn the route 1-2-3-4-3-2-1; running past your section kills as often as lagging behind.
Damage race with almost no healing: one heal per healer per minute, spores for crit, and Inevitable Doom that speeds up after 5 minutes.
Watch for
Corrupted MindHeal through
Healers can cast only one healing or curing spell every 60 sec.
Poison AuraCure poison
Poison on players near him: 196 Nature damage every 6 sec for 12 sec.
Inevitable DoomResistance
2550 Shadow damage 10 sec after it lands; from 2 min every 30 sec, from 5 min every 15 sec.
Summon SporeKill adds
Spores appear often; killing one gives up to 5 players near it Fungal Bloom.
Fungal BloomBurst
Spore buff: +50% crit, +60% spell crit, and your spells and abilities cause no threat.
Group plan
Tank
Hold him in place. Healers give you one big heal each per minute in rotation; fill the gaps with Healthstones, health potions and Whipper Root Tubers. Judgement of Light helps.
Healer
Follow the tank-healing rotation: one strong heal per minute each, timed so heals land steadily. Cleanses count toward the limit. Between heals, deal damage or take your spore.
Damage
This is a damage race. Rotate spore kills so your group gets Fungal Bloom. Use bandages, Healthstones and Greater Shadow Protection Potions around Inevitable Doom.
Each class
Druid · your class
Restoration: spend your one heal a minute in your rotation slot, usually Healing Touch on the tank. Between slots, Moonkin or Cat damage helps the race.
Hunter · your class
Kill your group's spore on call and shoot hard through Fungal Bloom's no-threat window. Bandage after Inevitable Doom and keep your pet out of Poison Aura.
Mage · your class
Take your group's spore on call; Fungal Bloom's +60% spell crit suits Fire and Arcane. Bandage or use a Healthstone after each Inevitable Doom.
Paladin · your class
Keep Judgement of Light on him so melee heal themselves. Holy: your one heal a minute goes to the tank in rotation, and Cleanse counts toward the same limit.
Priest · your class
Spend your one heal a minute on the tank in your rotation slot; dispels count toward the limit too. Between slots, Smite or Mind Blast adds to the race.
Rogue · your class
Kill your group's spore on call and burn during Fungal Bloom; Adrenaline Rush fits its no-threat window. Bandage after Inevitable Doom.
Shaman · your class
In a melee party, Poison Cleansing Totem clears Poison Aura. Use your one heal a minute in your rotation slot and Lightning Bolt between slots.
Warlock · your class
He strips curses from himself, so recast yours. Take your spore on call and skip Life Tap; healers can't refill you. Healthstones help the raid live through Doom.
Warrior · your class
Tank: live on your rotation heal plus Healthstones and Whipper Root Tubers. DPS: take your spore on call; Fungal Bloom's no-threat window frees Recklessness.
Kite fight: kill the Crypt Guards, then drag him around the room during Locust Swarm while the raid stays out of reach.
Watch for
ImpaleSpread out
Spikes erupt in a line toward a random player, hitting and knocking up anyone in the path.
Locust SwarmKite
3 sec cast; for 20 sec nearby players take stacking Nature damage and can't attack or cast. He moves 40% slower.
Summon Crypt GuardKill adds
A new Crypt Guard joins soon after each Locust Swarm.
Summon Corpse ScarabsKill adds
A dead Crypt Guard bursts into 10 scarabs; a dead player releases 5.
Group plan
Tank
Off tanks hold the two starting Crypt Guards where they stand, facing away from the raid, and trade a guard at the called poison stack count. Main tank kites him around the room during Locust Swarm.
Healer
Load the main tank with heals over time and shields before the swarm; one or two healers wait ahead on the kite path. Stay out of Impale lines and far from him while the swarm lasts.
Damage
Kill the Crypt Guards first, then the boss. Spread to limit Impale. When his tail lifts, everyone leaves his range before the swarm. AoE corpse scarabs after a guard dies.
Each class
Druid · your class
Load the main tank with Rejuvenation and Regrowth before the swarm. Dash in Cat Form gets you clear in time. Use Rebirth only after the swarm ends.
Hunter · your class
Kill Crypt Guards from range, then Frost Trap the scarabs; Forever traps work in combat at your feet. Aspect of the Pack speeds a group clear of the swarm, then drop it.
Mage · your class
Frost Nova corpse scarabs, then Arcane Explosion them down. Blink out when his tail lifts, and Slow Fall softens the landing after Impale.
Paladin · your class
Protection can hold a Crypt Guard; in Forever, Consecration adds threat on its first four targets, which helps on scarabs. Holy: move ahead on the kite path.
Priest · your class
Before the swarm, Power Word: Shield and Renew the main tank. Spread out so an Impale aimed at you hits nobody else, and leave his range when his tail lifts.
Rogue · your class
Hit Crypt Guards from behind while their tanks hold them, and Blade Flurry the corpse scarabs. Leave his range before each swarm; Sprint helps.
Shaman · your class
Earthbind Totem slows scarabs for the AoE. Chain Heal the guard tanks, then move ahead on the kite path; Totemic Projection, new in Forever, moves your totems.
Warlock · your class
Rain of Fire clears corpse scarabs once a mage freezes them. Spread for Impale and keep your demon well away from the swarm.
Warrior · your class
Off tank: hold a Crypt Guard facing away and trade at the called stack count. Main tank: kite him along the edge when the tail lifts; Shield Wall covers a late start.
Short burn: deal with her Followers, then have priests Mind Control Worshippers and sacrifice them on each Enrage until she dies.
Watch for
Poison Bolt VolleyCure poison
Poison on several players: Nature damage, then 417 to 483 more every 2 sec for 8 sec.
Rain of FireMove
Fire on an area: 1850 to 2150 damage every 2 sec for 6 sec.
EnrageTank
About once a minute: attack speed +75% and far harder hits on her tank.
Widow's EmbraceCrowd control
A mind-controlled Worshipper sacrifices itself: removes and blocks Enrage and silences her Nature spells for 30 sec.
Group plan
Tank
Main tank holds her. Off tanks hold the four Worshippers, and hold the two Followers away from casters unless the raid kills them first. Use a cooldown if an Enrage isn't removed.
Healer
Spread out of Rain of Fire. Cleanse Poison Bolt Volley, healers first so they can clean the DPS. Top the tank before each Enrage and watch the Mind Control priest.
Damage
Kill the Followers first if your plan says so, then burn her. Leave the Worshippers alone; they answer her Enrage, and once they're gone it can't be stopped. Leave Rain of Fire at once.
Each class
Druid · your class
Abolish Poison clears Poison Bolt Volley over time, so spread it on the raid. Move out of Rain of Fire before you finish a Healing Touch.
Hunter · your class
Tranquilizing Shot doesn't replace the Worshipper sacrifice; follow the plan. Kill Followers if assigned and keep your pet off the Worshippers.
Mage · your class
Leave Rain of Fire at once and keep Blizzard and Flamestrike off the Worshippers; they are the answer to her Enrage.
Paladin · your class
Cleanse Poison Bolt Volley, healers first. Fire Resistance Aura blunts Rain of Fire; in Forever it reaches raid members within 30 yards.
Priest · your class
If assigned, Mind Control a Worshipper about 10 sec before her Enrage and use Widow's Embrace as she enrages. Otherwise heal; you can't remove poison.
Rogue · your class
Kill the Followers first if called, then burn her from behind. Leave Rain of Fire fast and keep Blade Flurry off the Worshippers.
Shaman · your class
Poison Cleansing Totem and Cure Poison clear Poison Bolt Volley. In Forever, Fire Resistance Totem's bonus reaches the raid for Rain of Fire.
Warlock · your class
Keep your demon, Rain of Fire and damage over time off the Worshippers so the sacrifice works. Spread out; Rain of Fire punishes stacked players.
Warrior · your class
Off tank: hold your Worshipper or Follower away from casters. Main tank: Shield Wall if an Enrage lands with no sacrifice ready.
Cycle fight: free webbed players, kill spiderlings, cleanse Necrotic Poison and top the tank before every raid-wide Web Spray.
Watch for
Web WrapKill adds
20 sec in, then every 40 sec: three players fly to the wall in cocoons that deal damage over time.
Web SprayHeal through
Every 40 sec it stuns the whole raid and deals damage.
Poison ShockNot in front
Damage in a cone in front of her; keep everyone but the tank behind.
Necrotic PoisonCure poison
Poison on her tank: healing taken -90% for 30 sec.
Summon Maexxna SpiderlingKill adds
Spiderlings swarm out 30 sec in, then every 40 sec.
EnrageBurst
At 30% health: attack speed +50% and far harder hits.
Phase 1100–30%
Repeat the 40-sec cycle: free cocoons, kill spiderlings, cleanse Necrotic Poison and top the tank before each Web Spray.
Phase 230–0%
She enrages. Push her below 30% right after a Web Spray, then save defensive cooldowns for the next sprays and burn her.
Group plan
Tank
Face her away from the raid. Be at full health with Necrotic Poison cleansed before each Web Spray. Save Shield Wall and Last Stand for sprays after she enrages.
Healer
Cleanse Necrotic Poison at once. A few seconds before Web Spray, put heals over time and shields on the tank. Assign a healer to webbed players.
Damage
Stand behind her. Assigned ranged break cocoons on the wall; AoE groups kill spiderlings as they spawn. Push her below 30% right after a Web Spray.
Each class
Druid · your class
Cast Abolish Poison on the tank before Web Spray; it keeps clearing Necrotic Poison while you're stunned. Rejuvenation and Regrowth go on before the stun too.
Hunter · your class
Break your assigned cocoon on the wall; shots free players fast. Multi-Shot helps on spiderlings, and Frost Trap slows them; Forever traps work in combat.
Mage · your class
Frost Nova spiderlings as they spawn, then Arcane Explosion or Blizzard them down. Break a cocoon if you have wall duty.
Paladin · your class
Cleanse Necrotic Poison from the tank at once. Holy: land a full Holy Light right before Web Spray. Protection: Templar's Bulwark, a Forever talent, absorbs a spike.
Priest · your class
Before each Web Spray, Power Word: Shield and Renew the tank, then heal webbed players. You can't remove poison, so call for cleanses.
Rogue · your class
Stand behind her, out of Poison Shock. Save Adrenaline Rush for the burn below 30%, and free a webbed player if assigned.
Shaman · your class
In the tank's party, drop Poison Cleansing Totem before Web Spray; it keeps working while you're stunned. Cure Poison on Necrotic Poison at once.
Warlock · your class
Use Rain of Fire on spiderlings, not Hellfire, so you aren't low for Web Spray. Skip Life Tap before the spray and help break cocoons.
Warrior · your class
Tank: keep Demoralizing Shout and Thunder Clap on her; Forever lets you Thunder Clap in Defensive Stance. Save Shield Wall for enraged Web Sprays.
Level ?? boss · Military Quarter, first boss; hall below a ramp
Mind Control fight: priests take Deathknight Understudies to tank him with Taunt and Shield Wall while everyone hides from Disrupting Shout.
Watch for
Unbalancing StrikeTank
350% weapon damage that also lowers the target's defense; players can't tank it.
Disrupting ShoutStay back
Every 25 sec: burns 4050 to 4950 mana from players in his line of sight and deals twice that as damage.
TauntCrowd control
A mind-controlled Understudy makes him attack it; 1 min cooldown.
Shield WallCrowd control
A mind-controlled Understudy takes 75% less damage for 20 sec; 30 sec cooldown.
Mind ExhaustionCrowd control
An Understudy freed from Mind Control can't be controlled again for 1 minute.
Group plan
Tank
Off tanks hold the Understudies not under control near the priests, facing Razuvious. Never Sunder an Understudy. If control breaks early, grab the freed one at once.
Healer
Heal the controlled Understudy that is tanking him. Stay out of his line of sight so Disrupting Shout can't reach you.
Damage
Melee stay on him; ranged group with the healers and break line of sight before each shout. Don't damage Understudies, and wait until a controlled one holds him.
Each class
Druid · your class
Restoration: heal the controlled Understudy from out of his line of sight. Bear can't hold him; the Understudies do the tanking.
Hunter · your class
Pull an Understudy to its tank and Feign Death, or kite him until a priest's Understudy taunts. Then shoot from behind cover before each shout.
Mage · your class
Break line of sight before every Disrupting Shout; Blink gets you behind cover fast. Start casting once a controlled Understudy holds him.
Paladin · your class
Heal the controlled Understudy from out of his line of sight. Protection can hold a spare Understudy near the priests, but don't tank him yourself.
Priest · your class
Mind Control an Understudy, Shield Wall it, then Taunt him off the last one; stagger casts with the other priest. Aim for 3% spell hit so Mind Control lands.
Rogue · your class
Hit him from behind once a controlled Understudy holds him. If one dies, Evasion can hold him for a moment until the next Taunt.
Shaman · your class
Heal the controlled Understudy and stay out of his line of sight. Keep Windfury Totem by the melee on him; in Forever its buff covers the raid.
Warlock · your class
Break line of sight for Disrupting Shout and leave Understudies to priest control. Keep your curse on him only and your demon off the Understudies.
Warrior · your class
Tank a spare Understudy near the priests with your back to him so it faces him. Never use Sunder Armor on Understudies. DPS warriors stay on him.
Level ?? boss · Military Quarter, second boss; room split into two sides
Split-room add fight: hold waves on the living and dead sides for about 4.5 minutes, then kill Gothik as he jumps between sides.
Watch for
Shadow BoltHeal through
Once he lands, instant Shadow damage on players on his side.
Harvest SoulBurst
Raid debuff once he lands: all stats -10% for 1 min.
Phase 1About 4.5 min
Gothik watches from above. Waves come on the living side; each kill rises as a spectral add on the dead side. Kill at a pace the dead side can handle.
Phase 2After he lands
He fights on one side, then teleports to the other; kill him wherever he stands. Later the center gate opens and the sides merge. Kill all adds left after he dies.
Group plan
Tank
Split tanks between sides. Living side: hold Unrelenting Deathknights and Riders. Dead side: hold Spectral Deathknights and Horses away from healers. Take Gothik when he lands on your side.
Healer
Split evenly by side and stay on yours until the center gate opens. Pace mana for 4.5 minutes of adds, then heal through Shadow Bolt and Harvest Soul.
Damage
Casters and ranged on the living side, melee on the dead side. Living: Riders, Deathknights, then Trainees. Dead: Trainees, Riders, Deathknights, then Horses. Don't kill faster than the dead side copes.
Each class
Druid · your class
Hibernate does nothing to undead, so heal or Bear-tank on your assigned side, and stay there until the center gate opens.
Hunter · your class
Stay on the living side and kill Riders first. Freezing Trap can hold a Deathknight; Forever traps work in combat at your feet. Keep your pet on your side.
Mage · your class
On the living side, kill Riders first and pin Deathknights with Frost Nova. Wait for tanks before Blizzard or Arcane Explosion.
Paladin · your class
Turn Undead can hold an Unrelenting Deathknight if asked. Exorcism and Holy Wrath hit his undead adds hard, and Consecration keeps threat on dead-side packs.
Priest · your class
Shackle Undead the Unrelenting Deathknights on the living side when called. Stay on your side and heal through Shadow Bolt after he lands.
Rogue · your class
Go to the dead side. Kill Spectral Trainees first and lock down Spectral Deathknights with Kidney Shot and Gouge, then help on Riders.
Shaman · your class
Cover your side's tanks. Keep Magma Totem and Fire Nova off shackled adds; in Forever, Fire Nova erupts at your Fire totem, not at you.
Warlock · your class
Stay on the living side and kill Riders first. Use Rain of Fire only once tanks hold the pack and well away from shackled adds.
Warrior · your class
Tank your side's Deathknights and Riders; in Forever, Thunder Clap works in Defensive Stance. Pace kills so the dead side keeps up.
Level ?? boss · Military Quarter, last boss; one corner of the Horsemen room
One of the Four Horsemen: rotate tanks and groups off Mark of Mograine and heal Righteous Fire on whoever holds him.
Watch for
Mark of MograineTank swap
Mark on players near him from 20 sec in, every 12 sec; each new stack hits harder.
Righteous FireHeal through
Fire damage over time on his tank: 4800 over 8 sec.
Shield WallBurst
At 50% and 20% health he takes 75% less damage for 20 sec; burst after it fades.
EnrageBurst
After 100 marks, about 20 minutes in, the Horsemen cast marks with no cooldown.
Summon Spirit of MograineStay back
When he dies, his spirit stays where he fell and keeps marking players near it.
Group plan
Tank
Hold him in his corner and rotate off at the called mark count, about 3 marks; the next tank must Taunt at once. Fire resistance helps against Righteous Fire.
Healer
Heal his tank through Righteous Fire on top of his melee hits. Rotate corners with your group on the called mark count, and be ready for a resisted Taunt.
Damage
Damage the horseman your group is on and rotate at the called mark count. Hold damage when he Shield Walls at 50% and 20%. Stay away from the spirit a dead horseman leaves.
Each class
Druid · your class
Restoration: put Rejuvenation on his tank before you rotate so healing carries through the move. Bear: in Forever, Faerie Fire in Bear Form adds threat for pickups.
Hunter · your class
Rotate at the called mark count and keep your pet on your current target. Aspect of the Cheetah gets you to the next corner fast; swap back before you shoot.
Mage · your class
Rotate at the agreed mark count and keep away from the other groups' horsemen. Blink shortens the walk between corners.
Paladin · your class
Fire Resistance Aura cuts Righteous Fire on his tank; in Forever it reaches raid members within 30 yards. Marks can't be cleansed, so rotate on the call.
Priest · your class
Keep Renew and Power Word: Shield on his tank for Righteous Fire. Rotate with your group on the call and keep a Greater Heal ready for a resisted Taunt.
Rogue · your class
Follow the melee rotation and leave at the assigned mark count. Feint if you climb near the new tank's threat; in Forever it drops twice the threat.
Shaman · your class
Drop Fire Resistance Totem by his tank; Forever's resistance bonus reaches the raid. Heal Righteous Fire and use Totemic Projection to move totems with you.
Warlock · your class
Rotate at the called mark count with your group. Move before you reapply damage over time, and keep your health up instead of Life Tapping.
Warrior · your class
Tank him in his corner and Taunt on your mark count; stack hit so Taunt lands. Greater Fire Protection Potion blunts Righteous Fire.
Level ?? boss · Military Quarter, last boss; one corner of the Horsemen room
One of the Four Horsemen: keep his group stacked so Meteor splits across everyone, and rotate off Mark of Korth'azz.
Watch for
Mark of Korth'azzTank swap
Mark on players near him from 20 sec in, every 12 sec; each new stack hits harder.
MeteorStack up
Fire blast split evenly among players near the impact; the more who share it, the less each takes.
Shield WallBurst
At 50% and 20% health he takes 75% less damage for 20 sec; burst after it fades.
EnrageBurst
After 100 marks, about 20 minutes in, the Horsemen cast marks with no cooldown.
Summon Spirit of Korth'azzStay back
When he dies, his spirit stays where he fell and keeps marking players near it.
Group plan
Tank
Hold him in his corner with the group stacked on you so Meteor splits across everyone. Rotate off at the called mark count, about 3 marks.
Healer
Stand in the stack and heal the split Meteor damage at once. Chain Heal bounces through the pile, and Forever's Prayer of Healing heals your target's party. Rotate on the called mark count.
Damage
Stack with everyone on him to share Meteor; never stand apart from the pile. Rotate on the call, and stay away from a dead horseman's spirit.
Each class
Druid · your class
Stack with the Meteor group. Tranquility or Wild Growth, a Forever talent that heals your target's party, refills the pile after a Meteor.
Hunter · your class
Stand in the Meteor stack even though you're ranged; Meteor splits only across players near the impact. Rotate on the called mark count.
Mage · your class
Stand stacked with the group; a mage standing alone takes a whole Meteor. Rotate at the agreed mark count.
Paladin · your class
Fire Resistance Aura cuts Meteor damage; in Forever it covers raid members within 30 yards. Holy stays in the stack and heals the split damage.
Priest · your class
In Forever, Prayer of Healing heals your target's party; target someone in the stack after a Meteor. Rotate on the called mark count.
Rogue · your class
Stack with the group for Meteor and rotate at the called mark count. Don't drift off to his back on your own.
Shaman · your class
Chain Heal bounces well through the Meteor stack. Fire Resistance Totem cuts the damage; in Forever its bonus covers the raid.
Warlock · your class
Stack with the group to share Meteor. Rotate on schedule instead of finishing one more channel.
Warrior · your class
Tank him with the group stacked on you for Meteor. On your mark count, Taunt the next horseman in the rotation; stack hit so Taunt lands.
Level ?? boss · Military Quarter, last boss; one corner of the Horsemen room
One of the Four Horsemen: step out of her Void Zones at once and rotate off Mark of Blaumeux.
Watch for
Mark of BlaumeuxTank swap
Mark on players near her from 20 sec in, every 12 sec; each new stack hits harder.
Void ZoneMove
Shadow zone under a player near her; anyone who stays inside takes heavy Shadow damage.
Shield WallBurst
At 50% and 20% health she takes 75% less damage for 20 sec; burst after it fades.
EnrageBurst
After 100 marks, about 20 minutes in, the Horsemen cast marks with no cooldown.
Summon Spirit of BlaumeuxStay back
When she dies, her spirit stays where she fell and keeps marking players near it.
Group plan
Tank
Hold her in her corner and step out of Void Zones without turning her toward the group. Rotate off at the called mark count, about 3 marks.
Healer
Leave Void Zones at once, then keep healing from clear ground with her tank in range. Rotate on the called mark count.
Damage
Watch your feet; a Void Zone kills fast. Spread a little so one zone can't catch several players, rotate on the call, and stay away from a dead horseman's spirit.
Each class
Druid · your class
Leave a Void Zone before you finish a cast. Rejuvenation on her tank covers the moment you move.
Hunter · your class
Leave Void Zones at once and rotate before your mark stack turns lethal. Move your pet out of zones too.
Mage · your class
Blink out of a Void Zone that lands under you. Rotate at the agreed mark count.
Paladin · your class
Shadow Resistance Aura softens Void Zone damage; in Forever it reaches raid members within 30 yards. Marks can't be cleansed; rotate as called.
Priest · your class
Prayer of Shadow Protection softens Void Zone damage. Leave zones at once and keep her tank in Greater Heal range.
Rogue · your class
Leave Void Zones at once; Sprint clears one fast. Go to her corner only when the rotation sends you.
Shaman · your class
Leave Void Zones and rotate at the agreed mark count. Don't set totems back on old zone spots.
Warlock · your class
Dodge Void Zones and check your demon's position between corners. Shadow Ward absorbs some Shadow damage if you're slow.
Warrior · your class
Tank her in her corner and sidestep Void Zones without turning her. Taunt her on your mark count; save Shield Wall for a resisted Taunt.
Level ?? boss · Military Quarter, last boss; one corner of the Horsemen room
One of the Four Horsemen: spread so his Holy Wrath can't chain, keep melee off his tank and rotate off Mark of Zeliek.
Watch for
Mark of ZeliekTank swap
Mark on players near him from 20 sec in, every 12 sec; each new stack hits harder.
Holy WrathSpread out
Holy damage that jumps between nearby players, doubling with each jump.
Shield WallBurst
At 50% and 20% health he takes 75% less damage for 20 sec; burst after it fades.
EnrageBurst
After 100 marks, about 20 minutes in, the Horsemen cast marks with no cooldown.
Summon Spirit of ZeliekStay back
When he dies, his spirit stays where he fell and keeps marking players near it.
Group plan
Tank
Hold him in his corner with nobody next to you. Rotate off at the called mark count, about 3 marks.
Healer
Spread apart from each other and from his tank, and heal from range. Chain Heal won't bounce far in a spread group, so lean on single-target heals.
Damage
Ranged only on him, spread apart. Melee stay away so Holy Wrath can't chain off the tank. Rotate on the call, and stay away from a dead horseman's spirit.
Each class
Druid · your class
Spread out and heal his tank from range. Rejuvenation and Regrowth keep healing going while you walk to the next corner.
Hunter · your class
Respect Holy Wrath spacing and the rotation; don't chase shots through another group.
Mage · your class
Spread for Holy Wrath and cast from max range. Rotate at the agreed mark count.
Paladin · your class
No resistance aura covers Holy damage; spacing does the work. Spread out and heal his tank from range.
Priest · your class
Spread out and heal his tank with single-target heals. Power Word: Shield soaks a Holy Wrath jump on a player who strays close.
Rogue · your class
Keep away from his corner unless assigned; a melee player beside the tank gives Holy Wrath a target to jump to.
Shaman · your class
Use single-target heals when spacing stops Chain Heal bounces. Keep totems where the spread group can reach them.
Warlock · your class
Spread to stop Holy Wrath jumps, rotations included. Don't crowd the tank to shorten your cast range.
Warrior · your class
Tank him with nobody beside you so Holy Wrath has no one to jump to. DPS warriors stay off him unless the rotation sends you.
Level ?? boss · Frostwyrm Lair, through the teleporter in the central hub
Frost healing check: decurse Life Drain, dodge the roaming blizzard, and hide behind an ice block for Frost Breath in each air phase.
Watch for
Frost AuraResistance
Constant Frost damage to the whole raid all fight; frost resistance cuts it.
Life DrainRemove curse
Curse on several players: drains 1750 to 2250 health every 3 sec for 12 sec and heals him for twice that.
ChillMove
Roaming blizzard: 3063 to 3937 damage every 2 sec and a 65% slow on anyone inside.
CleaveNot in front
Hits his target and nearby players in front of him, up to 10 in all.
Tail SweepNot behind
600 to 1000 damage in a cone behind him, with a knockback.
IceboltSpread out
In the air he freezes five players in ice blocks, hurting anyone within 10 yards of each.
Frost BreathMove
7 sec cast after the fifth Icebolt; it kills anyone not hidden behind an ice block.
BerserkBurst
At 15 minutes he goes berserk; kill him first.
GroundOn the ground
Tank him facing away; nobody stands at his front or tail. Remove Life Drain, leave the blizzard and stay spread.
AirLift-offs; none below 10%
Spread 10 yards apart for five Icebolts, then hide behind an ice block before Frost Breath lands. He lands soon after. Below 10% health he stays on the ground.
Group plan
Tank
Hold him in place facing away from the raid, with nobody in front of him or behind him. Wear the frost resistance your leader sets and drink Greater Frost Protection Potions.
Healer
Frost Aura hits everyone all fight, so spread out and heal the raid without pause. Mages and druids remove Life Drain at once. Hide behind an ice block for Frost Breath.
Damage
Stand at his sides, never in front or at his tail. Frost spells do nothing to him. Leave the blizzard at once. In the air phase, spread out, then hide behind an ice block for Frost Breath.
Each class
Druid · your class
Remove Curse on Life Drain targets comes first; every tick heals him. Keep Rejuvenation rolling on the raid and step out of the blizzard.
Hunter · your class
Shoot from his side, never his tail. Before each air phase, bring your pet in so it hides behind an ice block with you.
Mage · your class
Frost spells do nothing to him; cast Fire or Arcane. Remove Lesser Curse on Life Drain targets, dodge the blizzard and hide behind an ice block for breath.
Paladin · your class
Keep Frost Resistance Aura up; in Forever it covers raid members within 30 yards. You can't decurse Life Drain, so call a mage or druid.
Priest · your class
Heal the raid through Frost Aura; in Forever, Prayer of Healing heals your target's party. You can't decurse Life Drain. Hide behind ice for breath.
Rogue · your class
Attack from his side, out of Cleave and Tail Sweep. Wear the assigned frost gear, and hide behind an ice block for Frost Breath.
Shaman · your class
Drop Frost Resistance Totem; Forever's resistance bonus reaches the raid. Spread out, avoid the blizzard and hide behind an ice block for Frost Breath.
Warlock · your class
Wear the agreed frost gear, dodge the blizzard and hide behind an ice block for breath. Keep Life Tap conservative under constant damage.
Warrior · your class
Tank: face him away from the raid. DPS: stand at his sides, out of Cleave and Tail Sweep. Everyone hides behind an ice block for Frost Breath.
Level ?? boss · Kel'Thuzad's chamber, behind Sapphiron in Frostwyrm Lair
Three-phase finale: hold off add waves, then interrupt Frostbolt, spread for Frost Blast and Shadow Fissure, and control Guardians from 40%.
Watch for
FrostboltInterrupt
2 sec cast that nearly kills his target and slows it; interrupt every one.
FrostboltHeal through
Instant area version: Frost damage and a 4 sec slow on players around him, about every 15 sec; it can't be interrupted.
Chains of Kel'ThuzadCrowd control
Mind controls his tank and four more for 20 sec; they deal 200% more damage and heal 500% more.
Detonate ManaSpread out
Marks a mana user; seconds later it burns their mana and hurts players near them.
Shadow FissureMove
Opens under a player and erupts seconds later with Void Blast; step off at once.
Frost BlastHeal through
Freezes a player and anyone within 10 yards, then chains on; they die unless healed fast.
Guardian of IcecrownCrowd control
From 40%, five Guardians arrive. Shackle up to three; a fourth makes him break them all.
Blood TapTank
A Guardian gains 15% damage each time it switches targets or a player dies.
Phase 1About 5 min
He can't be attacked. Soldiers of the Frozen Wastes, Unstoppable Abominations and Soul Weavers walk in from the alcoves. Soldiers and Weavers hurt the raid if they reach it.
Phase 2100–40%
He fights. Melee spread around him and interrupt every Frostbolt; everyone else spreads in a ring. Off tanks take him after Chains while the raid controls charmed players.
Phase 340–0%
Five Guardians of Icecrown arrive. Shackle up to three, tank the other two and keep the phase 2 jobs going; every death makes the Guardians stronger.
Group plan
Tank
Phase 1: hold the Abominations. Phase 2: he can't be taunted, so off tanks build threat and take him after Chains. Phase 3: two tanks hold the free Guardians and never let them switch targets.
Healer
Spread out. Heal Frost Blast targets at once and top the raid after each volley. Stay clear of a Detonate Mana target and step out of Shadow Fissures.
Damage
Phase 1: ranged kill Soldiers and Soul Weavers before they reach the raid; melee take Abominations. Phase 2: melee interrupt every Frostbolt, everyone spreads and controls charmed players.
Each class
Druid · your class
Spread, leave Shadow Fissures and heal Frost Blast targets at once; Nature's Swiftness into Healing Touch saves one. Save Rebirth for a safe moment.
Hunter · your class
Phase 1: shoot Soldiers and Soul Weavers early. Phase 2: spread, leave fissures, and Freezing Trap a charmed player; Forever traps work in combat.
Mage · your class
Counterspell Frostbolt in your slot, Polymorph charmed players, spread out and leave Shadow Fissures.
Paladin · your class
Heal Frost Blast victims at once and spread. Hammer of Justice a charmed player. In Forever, Frost Resistance Aura covers raid members within 30 yards.
Priest · your class
Phase 3: Shackle Undead your Guardian and keep it shackled; never more than three in all. Spread out and heal Frost Blast targets at once.
Rogue · your class
Kick Frostbolt in the interrupt rotation and spread the melee around him for Frost Blast. Leave fissures, and Gouge or Kidney Shot a charmed player.
Shaman · your class
Earth Shock Frostbolt in your slot and spread with your group. Chain Heal after Frost Blast and volleys; in Forever, Frost Resistance Totem reaches the raid.
Warlock · your class
Spread, leave Shadow Fissures and keep damage off charmed players. A Felhunter's Spell Lock can join the Frostbolt interrupt rotation.
Warrior · your class
Pummel or Shield Bash Frostbolt in the rotation. Phase 2: off tanks build threat to grab him after Chains. Phase 3: hold a free Guardian; Shield Wall covers a spike.