Checked for ForeverClassic Era habit: check in game
1
Kurinnaxx
Level ?? boss · Scarab Terrace, the first boss past the entrance
Tank fight with a stacking healing cut that forces tank swaps, a frontal Wide Slash, Sand Traps that silence, and an enrage at 30%.
Watch for
Mortal WoundTank swap
Hits the tank and cuts healing taken by 10% per stack. Tanks trade him at the called stack count.
Wide SlashNot in front
Hits everyone in a cone in front of him for weapon damage plus extra.
ThrashTank
Gives him two extra attacks at once, a spike on the tank.
Sand TrapMove
Sand forms under a player and bursts a few seconds later. Anyone caught can't cast and loses 75% hit for 20 sec.
EnrageBurst
At 30% health his attack speed rises by 75% and his hits grow stronger.
Group plan
Tank
Face him away from the raid so Wide Slash hits only tanks. Trade him with Taunt at the Mortal Wound stack count the leader calls. Step off any Sand Trap under you and take him with you.
Healer
Spread out at range. Mortal Wound stacks cut healing on the tank holding him, so heal that tank ahead of damage. A Sand Trap silences you for 20 sec: step off the sand as soon as it forms.
Damage
Melee stand behind him, out of Wide Slash; ranged spread so a Sand Trap catches one player. Leave the sand at once. Save cooldowns for the enrage at 30%.
Each class
Druid · your class
Bear off tank: Growl him at the called Mortal Wound stack; Forever's Bear Form threat bonus is 50%. Restoration: keep Rejuvenation on the tank taking stacks.
Hunter · your class
Send your pet in from behind, clear of Wide Slash, and pull it off any Sand Trap. Feign Death if the enrage at 30% throws threat your way.
Mage · your class
Blink clear when sand forms under you; a burst trap silences you for 20 sec. Hold your opener until the tank has a lead.
Paladin · your class
Protection: in Forever, Judgement under Seal of Fury taunts, so you can take a Mortal Wound swap. Holy: the stacked tank takes less healing; heal ahead.
Priest · your class
Keep Renew and Power Word: Shield on the tank holding him; each Mortal Wound stack cuts healing by 10%. Step off forming sand: a burst trap silences you for 20 sec.
Rogue · your class
Stay behind him, out of Wide Slash. Feint before the 30% enrage; in Forever it drops twice the threat. Leave sand fast: a trap cuts your hit by 75%.
Shaman · your class
Windfury Totem reaches the whole raid in Forever; set it where melee stand behind him. Leave forming sand before casting; a burst trap silences you.
Warlock · your class
Keep your demon behind him, out of Wide Slash. In Forever a Bane and a Curse can sit together, and Curse of the Elements now covers every school.
Warrior · your class
Taunt him at the called Mortal Wound stack and hand him back the same way. Keep him facing away so Wide Slash hits only tanks.
Level ?? boss · General's Terrace; talk to Lieutenant General Andorov to start
Gauntlet: seven Qiraji waves led by officers, then Rajaxx, whose Thundercrash halves everyone's health. Andorov's group helps while it lives.
Watch for
Qiraji WarriorKill adds
Seven waves of Qiraji Warriors and Swarmguard Needlers come before Rajaxx, each led by an officer.
ThundercrashHeal through
Takes half of each player's current health, knocks the raid back and wipes his threat.
DisarmTank
Takes the tank's weapon for 6 sec.
WavesWaves 1–7
Andorov and four Kaldorei Elites fight beside you. Tank each officer against a wall, control the adds and kill each wave in the called order before the next one arrives.
RajaxxAfter wave 7
Rajaxx joins the fight. He Disarms the tank and uses Thundercrash on a timer. Heal everyone up after each one and let the tank retake him before damage resumes.
Group plan
Tank
Take each officer to a wall while off tanks collect the Qiraji Warriors and Swarmguard Needlers. On Rajaxx, Taunt him back fast after every Thundercrash; Disarm costs you your weapon for 6 sec.
Healer
Keep Andorov and the Kaldorei Elites alive: his Aura of Command heals nearby players 200 every 3 sec and speeds attacks and casts. Save mana between waves and top everyone off after each Thundercrash.
Damage
Wait for tanks to collect each wave, then kill in the called order. Stun or root loose adds before they reach healers. On Rajaxx, hold after each Thundercrash until the tank has him again.
Each class
Druid · your class
Root loose Qiraji Warriors with Entangling Roots so tanks can work the officer; a rooted add still hits anyone in reach. Bears pick up only assigned adds.
Hunter · your class
In Forever, Freezing Trap works in combat at your feet: lead a loose add onto it. Follow the wave kill order and give each new tank time to collect.
Mage · your class
Let the tank gather each wave before Blizzard or Arcane Explosion. Frost Nova a pack that breaks toward healers. Save mana: the waves are long.
Paladin · your class
Hammer of Justice a loose add heading for healers. Holy: after each Thundercrash halves the raid, heal the tank first, then spread Flash of Light.
Priest · your class
Thundercrash halves everyone's health. In Forever, Prayer of Healing heals your target's party, so target someone in the hurt group. Save mana between waves.
Rogue · your class
Follow wave marks and let tanks collect before you cleave. Kidney Shot or Gouge a loose Qiraji Warrior running at healers.
Shaman · your class
Chain Heal grouped players after each Thundercrash halves health. Earthbind Totem slows loose adds. Save mana between waves.
Warlock · your class
Soulstone a healer before talking to Andorov. Assist marked wave targets after tanks collect them, and recall a demon that chases stragglers.
Warrior · your class
Taunt Rajaxx back after each Thundercrash. On the waves, Forever lets you Thunder Clap in Defensive Stance every 6 sec to hold the adds.
Level ?? boss · The Reservoir; optional, the raid can skip him on the way to Ossirian
Optional
Mana race: drain his mana before it fills and he erupts on the raid, then deal with three Mana Fiends while he sits in stone form.
Watch for
Drain ManaBurst
Takes mana from up to six random mana users and gives it to him.
Arcane EruptionResistance
At full mana he blasts the whole raid with Arcane damage and throws players into the air.
TrampleStay back
Physical damage to everyone near him.
Summon Mana FiendsCrowd control
After 90 sec of fighting he turns to stone and calls three Mana Fiends.
EnergizeKill adds
In stone form he gains 500 mana a second until the fiends die or 90 sec pass.
Arcane ExplosionStay back
Mana Fiends blast players near them with Arcane damage. They are elementals, so Banish holds them.
Drain phase90 sec
Moam drains mana from the raid. Priests, warlocks and hunters drain his mana back while the raid damages him. If his bar fills, Arcane Eruption hits everyone.
Stone phaseUp to 90 sec
He turns to stone, gains mana fast and calls three Mana Fiends. Banish two and kill them one at a time; the phase ends when all three die or after 90 sec, then the drain phase repeats.
Group plan
Tank
Tank Moam so Trample hits only melee. In the stone phase, pick up the free Mana Fiend away from the casters; its Arcane Explosion hits everyone near it.
Healer
Drain Mana takes from you too, so keep mana potions ready and don't overheal. If Arcane Eruption goes off, heal the whole raid up fast. Save mana for the fiends.
Damage
Damage him in the drain phase while drainers hold his mana down. In the stone phase, kill the free Mana Fiend, then each fiend released from Banish, in the called order.
Each class
Druid · your class
Feral: in Cat Form you have no mana for Drain Mana to take. Restoration: Innervate a priest or warlock on drain duty. Druids can't Banish the fiends.
Hunter · your class
Keep Viper Sting on Moam through the drain phase. In the stone phase, shoot the free Mana Fiend on the call and keep your pet off banished ones.
Mage · your class
Let priests, warlocks and hunters drain him. Drain Mana takes your mana too; use Evocation once it leaves you low. Polymorph won't hold the elemental fiends.
Paladin · your class
Protection: take the free Mana Fiend away from casters; its Arcane Explosion hits everyone near it. Holy: Drain Mana takes from you too, so heal lean.
Priest · your class
Cast Mana Burn on Moam to keep his bar from filling; every priest helps. Drain Mana hits you as well, so drink a mana potion early.
Rogue · your class
You have no mana for Drain Mana to take, so stay on him and burst when called. Leave banished Mana Fiends alone.
Shaman · your class
Drain Mana takes from you too: keep Mana Spring Totem down for your party and save mana for the stone phase. Don't rebuild every totem right before moving.
Warlock · your class
Keep Drain Mana on Moam in the drain phase. When he turns to stone, Banish your marked Mana Fiend and announce when it breaks.
Warrior · your class
Drain Mana skips you, since you have no mana. Tank Moam or the free Mana Fiend as assigned, and leave banished fiends untouched.
Level ?? boss · The Hatchery, among his eggs; optional
Optional
Kite fight: Buru chases one player at a time, who leads him over eggs the raid breaks on him; below 20% the raid burns him through Creeping Plague.
Watch for
Gathering SpeedKite
He fixes on a random player and chases them, faster the longer it lasts. Taunt won't move him.
DismemberKite
If he catches his target, a bleed deals 1248 damage every 2 sec for 10 sec.
ThornsStay back
Phase 1: Nature damage to anyone who hits him in melee.
Egg ExplosionMove
A broken egg hurts nearby players, more up close, and hurts Buru if he stands on it. He then picks a new target.
Hive'Zara HatchlingKill adds
Each broken egg releases an elite hatchling that attacks a random player.
Creeping PlagueBurst
Below 20%: Nature damage to the whole raid that grows over time and can't be dispelled.
Phase 1100–20%
Buru chases one player, who leads him over the next egg in the called order. The raid breaks the egg while he stands on it. Kill each hatchling. Wear him down with eggs rather than attacks.
Phase 220–0%
His shell breaks; Thorns, Dismember and the chase end. Creeping Plague hits everyone and grows, so a tank picks him up and the raid burns him with every cooldown.
Group plan
Tank
Phase 1 has no tank: whoever he eyes kites him. Pick up hatchlings as they spawn. At 20% his threat resets and he ignores Taunt; build threat fast so he stays on you.
Healer
Heal whoever he chases and anyone near a bursting egg. Save mana for phase 2: Creeping Plague hits everyone and grows until he dies, so group healing carries the end.
Damage
Break eggs only when he stands on one, in the called order, and step away first. Kill hatchlings fast. Below 20%, burn him with every cooldown.
Each class
Druid · your class
If he eyes you, run him over the called egg; Growl won't pull him off. Phase 2: Tranquility and, in Forever, Wild Growth carry the raid through Creeping Plague.
Hunter · your class
If he eyes you, kite him over the called egg; Aspect of the Cheetah dazes you if you're hit. Keep your pet off the eggs until the call.
Mage · your class
If he eyes you, Blink to put the called egg between you. Frost Nova hatchlings that reach the casters. Burn him with Frostbolt below 20%.
Paladin · your class
If he eyes you, run him over the called egg. Holy: Cleanse can't remove Creeping Plague, so spread Flash of Light through phase 2.
Priest · your class
Creeping Plague can't be dispelled. In Forever, Prayer of Healing heals your target's party: target into the hurt group. Psychic Scream hatchlings on healers.
Rogue · your class
If he eyes you, Sprint to put the called egg between you. Kill hatchlings. In phase 2, Forever's Expose Armor equals about five Sunder Armor stacks.
Shaman · your class
In Forever, Totemic Projection moves your totems as your group shifts around the eggs. Phase 2: Creeping Plague hits everyone and grows; Chain Heal the stacked groups.
Warlock · your class
Keep your demon off the eggs until the call; a stray hit breaks one early. In phase 2, Fear hatchlings that reach healers while the raid burns Buru.
Warrior · your class
If he eyes you, kite him over the called egg. Phase 2: he ignores Taunt, so build threat with Sunder Armor; Execute is up below 20%.
Level ?? boss · The Comb, around her sacrifice altar; optional
Optional
Two-phase fight: ranged hit her in the air while melee guard the altar from larvae; at 70% she lands and is tanked.
Watch for
Poison StingerTank swap
Phase 1: stacking Nature damage on the player with the most threat. It can't be dispelled.
Stinger SprayResistance
Nature damage to the whole raid, in both phases.
ParalyzeKill adds
Sends a random player to the altar and stuns them for 10 sec while a Hive'Zara Larva runs at them.
FeedKill adds
If the larva reaches the paralyzed player, they die and an elite Hive'Zara Hornet appears.
Summon Hive'Zara SwarmerKill adds
Wasps gather overhead, then dive on random players. They have low health.
LashTank
Phase 2: stuns the tank for 2 sec and may disarm.
ThrashTank
Phase 2: two extra attacks at once on the tank.
EnrageBurst
Below 20% her attack speed rises by 60%.
Phase 1100–70%
She flies, so only ranged can hit her. Poison Stinger stacks on her top-threat target, so ranged trade threat or an assigned player holds her. Melee wait at the altar for larvae.
Phase 270–0%
She lands with no threat, so damage waits for the tank. Larvae, swarmers and Stinger Spray go on. She enrages below 20%; save cooldowns for it.
Group plan
Tank
Phase 1: pick up diving swarmers. At 70% she lands with no threat; take her and keep her near the altar. Expect Lash to stun you for 2 sec and sometimes disarm you.
Healer
Stinger Spray hits everyone. Poison Stinger can't be dispelled, so heal the player she targets through it. Heal the paralyzed player on the altar while the larva is killed.
Damage
Ranged shoot her in the air and trade threat when Poison Stinger stacks climb. Melee kill each larva before it reaches the altar. Use area damage on diving swarmers. In phase 2, wait for the tank.
Each class
Druid · your class
Abolish Poison doesn't remove Poison Stinger; heal through it. Feral: switch to the larva the moment someone is paralyzed. Balance: Starfire her in the air.
Hunter · your class
Feign Death to drop her when your Poison Stinger stacks climb, then shoot the larva running for the altar. Aspect of the Wild adds Nature resistance.
Mage · your class
Arcane Explosion the swarmers when they dive in; they have low health. Frostbolt her in the air and switch to the larva headed for a paralyzed player.
Paladin · your class
Cleanse doesn't remove Poison Stinger. Protection: gather diving swarmers with Consecration; in Forever its first four targets take extra threat.
Priest · your class
Poison Stinger can't be dispelled; keep Renew on the player she targets. Heal the paralyzed player on the altar. Prayer of Healing covers Stinger Spray.
Rogue · your class
Wait by the altar in phase 1 and kill each larva before it reaches the paralyzed player. At 70% she lands with no threat; let the tank open.
Shaman · your class
Nature Resistance Totem cuts Stinger Spray for your party. Poison Cleansing Totem and Cure Poison don't remove Poison Stinger; heal through it.
Warlock · your class
Shadow Bolt her in the air phase and switch to the larva the moment a player is paralyzed. Keep your demon on targets it can reach.
Warrior · your class
Phase 1: Thunder Clap diving swarmers; in Forever it works in Defensive Stance. At 70% she lands with no threat: open with Sunder Armor.
Level ?? boss · Watchers' Terrace, the final boss of the ruins
Final boss: drag him from crystal to crystal so a school weakness strips his 300% damage buff, while dodging tornadoes and removing curses.
Watch for
Strength of OssirianKite
He starts with 300% more damage. A crystal weakness removes it; it returns when the weakness ends.
Arcane, Fire, Frost, Nature or Shadow WeaknessBurst
A clicked crystal casts for 5 sec, then he takes double damage from one random school, with no resistance, for 45 sec.
Enveloping WindsTank
Stuns his target in a cyclone for up to 10 sec; any damage frees them. He turns to the next player on threat.
War StompStay back
Knocks nearby players back.
Curse of TonguesRemove curse
Nearby players cast 75% slower for 15 sec. Remove it, healers first.
Sand VortexMove
Two tornadoes roam the area and hit anyone they touch hard. Track Elementals shows them.
Group plan
Tank
He ignores Taunt. The main tank builds threat at the first crystal; an off tank stays second on threat for Enveloping Winds. Drag him to the next crystal before the weakness ends.
Healer
Stay with the main tank as he moves, out of War Stomp range. Ask a mage or druid to remove Curse of Tongues. Heal the off tank while the main tank is stuck in Enveloping Winds.
Damage
Hold damage until the tanks have a lead, then hit with the weak school. Watch for tornadoes in the sandstorm. Assigned scouts stay mounted and call new crystals.
Each class
Druid · your class
Remove Curse from healers hit by Curse of Tongues. Balance: Starfire on an Arcane weakness, Wrath on a Nature one. Move with the tanks, not ahead.
Hunter · your class
Turn on Track Elementals to see the tornadoes in the sandstorm. Keep your pet on manual control and off him until the tanks have a lead.
Mage · your class
Remove Lesser Curse from healers hit by Curse of Tongues. On a Fire or Frost weakness, Frostfire Bolt counts as both and uses his lower resistance.
Paladin · your class
He ignores taunts, so Seal of Fury's Judgement taunt won't hold him. Holy: move with the main tank to each crystal and stay out of War Stomp range.
Priest · your class
You can't remove Curse of Tongues; call it for a mage or druid. Shadow priests hit hard on a Shadow weakness. Stay in range of the moving tank.
Rogue · your class
If assigned, stay mounted and scout crystals. Feint if Enveloping Winds stuns the tank; in Forever it drops twice the threat. Stay out of tornadoes.
Shaman · your class
In Forever, Totemic Projection moves your totems as the raid follows him between crystals. Elemental: Lightning Bolt hard on a Nature weakness.
Warlock · your class
In Forever, Curse of the Elements covers every school, so it adds to any weakness. Shadow Bolt hard on a Shadow weakness; keep your demon back early.
Warrior · your class
He ignores Taunt: off tanks build threat with Sunder Armor so one is next when Enveloping Winds stuns the main tank. Stay out of tornadoes.