Your class Druid Hunter Mage Paladin Priest Rogue Shaman Warlock WarriorAll
Stratholme
Levels 58-60 (Era baseline) 21 bosses
Eastern Plaguelands, northwest main gate or northeast service gate; Era coordinates unverified.
Checked for Forever Classic Era habit: check in game
Rare skeletal mage who casts Frost and Arcane spells; interrupt his casts and kill him where he stands.
Watch for Frostbolt InterruptFrost damage to one player that slows their movement for 4 sec.
Arcane Bolt InterruptArcane damage to one player.
Frost Shock Dispel magicInstant Frost damage that slows movement for 8 sec; it is a magic effect.
Frost Armor PurgeSelf-buff that slows the movement and attacks of players who hit him in melee.
Group plan TankPull him clear of nearby street packs and the Stratholme Courier's group. Expect Frost Armor to slow your swings, and interrupt his casts when you can.
HealerHeal from range and keep the tank topped off; his damage comes from spells. Dispel Frost Shock from anyone who needs to move.
DamageLet the tank grab him first, then rotate interrupts on Frostbolt and Arcane Bolt. Purge or dispel his Frost Armor so melee swing at full speed.
Each class Druid · your class In Bear Form, Bash stops a Frostbolt or Arcane Bolt. As healer, stay at range; his Frost Armor only slows players who hit him in melee.
Hunter · your class Viper Sting drains his mana. Send your pet in after the tank, since Frost Armor slows its attacks too, and Feign Death if he turns to you.
Mage · your class Counterspell a Frostbolt or Arcane Bolt to lock out that school. Frost Ward absorbs Frost damage if he picks you.
Paladin · your class Exorcism and Holy Wrath hurt him, since he is undead. Cleanse removes Frost Shock's slow, and Hammer of Justice stops a cast.
Priest · your class Dispel Magic strips his Frost Armor, or takes Frost Shock's slow off a friend. Fade if he turns his spells on you.
Rogue · your class Kick his Frostbolt or Arcane Bolt; Kick locks out that school for 5 sec. Kidney Shot or Gouge covers the next cast.
Shaman · your class Purge removes his Frost Armor. Earth Shock interrupts a cast, and Frost Resistance Totem softens his Frost spells.
Warlock · your class Felhunter Spell Lock counters a cast, and Devour Magic strips his Frost Armor. Curse of Tongues slows his casting.
Warrior · your class Shield Bash or Pummel his Frostbolt and Arcane Bolt. Frost Armor slows your swings; ask a shaman or priest to remove it.
Quest boss at his old tobacco shop; clear the dead end first, then tank him facing away so Flame Breath hits only the tank.
Group plan TankClear every mob in sight of the shop before anyone touches the tobacco box. Turn him away from the group so Flame Breath lands only on you.
HealerStand out of melee range so Smoke Bomb can't stun you, and heal the tank through Flame Breath.
DamageAttack from his sides or back to stay out of Flame Breath. Ranged keep their distance from Smoke Bomb; melee expect short stuns.
Each class Druid · your class Bear-tank him with his face turned from the group. As healer, keep Rejuvenation on melee before Smoke Bomb stuns them.
Hunter · your class Stay at range; Smoke Bomb only reaches players near him. Send your pet in from behind so Flame Breath misses it.
Mage · your class Fire Ward absorbs Flame Breath if he turns on you. Stay at range for Smoke Bomb, and Counterspell can stop a Flame Breath cast.
Paladin · your class Fire Resistance Aura softens Flame Breath for the tank. Exorcism hits him hard, since he is undead.
Priest · your class Heal from range so Smoke Bomb can't stun you. Power Word: Shield the tank against Flame Breath, and Renew stunned melee.
Rogue · your class Stay behind him: Flame Breath only hits in front. Kick stops its 2 sec cast, and Evasion helps if he turns to you.
Shaman · your class Fire Resistance Totem softens Flame Breath. Earth Shock interrupts its 2 sec cast; heal from range to stay out of Smoke Bomb.
Warlock · your class Spell Lock interrupts Flame Breath. Keep your pet behind him, and stay at range so Smoke Bomb doesn't stun you.
Warrior · your class Face him away from the group. Shield Bash or Pummel interrupts Flame Breath's 2 sec cast.
Rare ghost archer who shoots from range and sleeps players; spread for Multi-Shot and wake slept players with a dispel.
Watch for Enchanting Lullaby Dispel magicPuts one player to sleep; damage wakes them. It is a magic effect with a 1 sec cast.
Multi-Shot Spread outHits his target and nearby allies, up to 3 targets.
Shoot Heal throughRanged physical shot at a player.
Demoralizing Shout TankLowers the melee attack power of nearby players for 30 sec.
Group plan TankPull him away from patrols and tank him where he stands. If Enchanting Lullaby puts you to sleep, retake threat as soon as you wake.
HealerDispel Enchanting Lullaby from the tank first. Stand apart from others so Multi-Shot hits fewer people.
DamageSpread out against Multi-Shot. Interrupt Enchanting Lullaby when you see the cast, and don't hit a player he has put to sleep.
Each class Druid · your class Growl him back after a Lullaby wears off the tank. As healer, stand apart from the group so Multi-Shot can't chain to you.
Hunter · your class Spread from other ranged to blunt Multi-Shot. If he sleeps the tank, Distracting Shot holds him on you until the tank wakes.
Mage · your class Counterspell his Enchanting Lullaby. Stand apart from others for Multi-Shot, and remember damage wakes a slept player.
Paladin · your class Cleanse removes Enchanting Lullaby, since it is magic. Blessing of Protection stops his physical shots on a low cloth player.
Priest · your class Dispel Magic wakes a player from Enchanting Lullaby; free the tank first. Shield whoever he shoots while the tank sleeps.
Rogue · your class Kick his Enchanting Lullaby cast. Hit him from behind, and Feint so you don't pull him while the tank sleeps; Forever doubled its threat cut.
Shaman · your class Tremor Totem removes Sleep effects, so drop it before the pull to undo Enchanting Lullaby. Earth Shock interrupts the cast.
Warlock · your class Spell Lock the Lullaby cast, and Felhunter Devour Magic wakes a slept ally. Curse of Tongues slows his casts.
Warrior · your class If Lullaby sleeps you, Taunt him back when you wake. Shield Bash or Pummel stops the cast when you see it.
Scripted ghost ambush with four Vengeful Phantoms; kill the non-elite phantoms first, then tank the boss through Frost Nova.
Group plan TankRest before walking under the archway, since the spawn is scripted. Grab the phantoms with area threat, then hold the boss while the group clears them.
HealerDispel Frost Nova from the tank or anyone who has to move. Expect spread damage while the phantoms are alive.
DamageKill the four Vengeful Phantoms first; they are not elite. Turn to the boss once the tank has him.
Each class Druid · your class Swipe in Bear Form holds the phantoms on you, and Hurricane clears them from range.
Hunter · your class Multi-Shot the phantoms, then move your pet to the boss. In Forever, Frost Trap goes down at your feet in combat to slow phantoms.
Mage · your class Arcane Explosion or Blizzard clears the phantoms; they are not elite. Blink frees you from Frost Nova's root.
Paladin · your class Holy Wrath hits every undead add, and in Forever it stuns them for 2 sec. Cleanse or Blessing of Freedom frees a player from Frost Nova.
Priest · your class Dispel Magic frees players from Frost Nova and from the phantoms' Frost Shock. Shackle Undead a phantom if the tank can't hold all four.
Rogue · your class Turn on phantoms that reach the healer first, and Blind or Gouge one if needed. Feint before you switch to the boss.
Shaman · your class Drop Magma Totem near the tank for the phantoms; Forever's Fire Nova erupts from your active Fire totem for more area damage.
Warlock · your class Rain of Fire clears the non-elite phantoms. Send your Voidwalker to hold one that slips past the tank.
Warrior · your class In Forever, Thunder Clap works in Defensive Stance, so use it and Demoralizing Shout to grab the phantoms, then Taunt the boss.
Summoned ambush at the third postbox: Malown plus three elite Undead Postmen; control a postman, break his fears, and pace the decursing.
Watch for Fear Dispel magicSends one player fleeing for 4 sec; it is a magic effect with a 1.5 sec cast.
Backhand TankStuns his target for 2 sec.
Curse of Tongues Remove curseSlows a caster's spellcasting by 50% for 15 sec.
Curse of Weakness Remove curseLowers a player's physical damage.
Undead Postman Crowd controlThree elite postmen come with him; Shackle Undead and Turn Undead work on them.
Wailing Dead Remove curseThe postmen's curse lowers all attributes of nearby players.
Call of the Grave Remove curseThe postmen's curse deals Shadow damage when it runs out after 60 sec.
Group plan TankRest before opening the third box. Pull Malown away from any shackled or turned postman, hold the rest, and let DPS kill postmen first.
HealerDispel Fear fast, above all on the tank. Curses come back almost at once, so heal through most of them and decurse healers first.
DamageControl one postman with Shackle Undead or Turn Undead, kill the others, then switch to Malown. Mages and druids decurse between casts.
Each class Druid · your class Remove Curse clears Curse of Tongues from healers first; the rest can wait. Hurricane hits the undead if they stack on the tank.
Hunter · your class Leave a shackled or turned postman alone; Multi-Shot can break it. Feign Death if Malown turns on you.
Mage · your class Remove Lesser Curse takes Curse of Tongues off healers. Polymorph won't work on these undead, so Frost Nova a loose postman.
Paladin · your class Turn Undead holds one postman out of the fight. Cleanse removes Fear, and in Forever Holy Wrath stuns all four undead for 2 sec.
Priest · your class Fear Ward the tank before opening the box; Forever makes it baseline at 20. Shackle Undead a postman and Dispel Magic any Fear.
Rogue · your class Kick Malown's Fear; it has a 1.5 sec cast. Feint so you stay under the tank on threat, and use Evasion if a postman turns to you.
Shaman · your class Tremor Totem breaks his Fear for the whole party. Earth Shock interrupts the Fear cast, and Chain Heal covers the curse damage.
Warlock · your class Bring the Felhunter: Spell Lock his Fear cast, and Devour Magic removes a Fear that lands. Keep Rain of Fire away from a shackled postman.
Warrior · your class Berserker Rage in Berserker Stance makes you immune to Fear for 10 sec. Challenging Shout gathers the postmen if they break loose.
Ghoul tank-and-spank whose claws heal him and who enrages partway through; burst him down and save heals for the Enrage.
Watch for Ravenous Claw Heal throughClaws his target and heals himself for the damage.
Thrash TankGives him a chance at two extra attacks, so his hits come in bursts.
Enrage Heal throughPartway through the fight he gains attack speed and damage.
Group plan TankPick him up as he runs in from the courtyard and face him away from the group. Save a defensive cooldown for his Enrage.
HealerThrash and Ravenous Claw make his damage spiky. Keep the tank high and have a big heal ready once he enrages.
DamageLet the tank build threat, then go all in. Once he enrages, push hard so the Enrage lasts as short a time as possible.
Each class Druid · your class In Bear Form, save Frenzied Regeneration for his Enrage. As healer, keep Rejuvenation and Regrowth on the tank before Thrash bursts.
Hunter · your class Send your pet in once the tank has him. Save Rapid Fire for his Enrage to end it sooner, and Feign Death if you pull threat.
Mage · your class Burn once the tank has threat and save your mana gem for his Enrage. Ice Block (Frost talent) saves you if he turns.
Paladin · your class Blessing of Sacrifice on the tank spreads his Enrage damage. As tank, Seal of Fury makes Judgement taunt if he slips away.
Priest · your class Power Word: Shield the tank before his Enrage and keep Renew rolling through Thrash bursts. Fade if heal threat pulls him.
Rogue · your class Attack from behind once the tank has him. Feint keeps your threat under the tank during the final burn, and Evasion covers you if he turns.
Shaman · your class Windfury Totem speeds the melee for the burn. As healer, drop Healing Stream Totem by the tank and save Lesser Healing Wave for the Enrage.
Warlock · your class Curse of Recklessness lowers his armor for the melee; in Forever only one copy counts. Soulstone the healer before the courtyard.
Warrior · your class Save Shield Wall for his Enrage; it has a 15 min base cooldown in Forever. Shield Block helps against Thrash bursts.
Crusader who stuns nearby players and heals himself; interrupt Holy Light and burst through his Lay on Hands.
Watch for Ground Smash Stay backPhysical damage to nearby players that stuns them for 3 sec.
Head Crack TankLowers his target's Stamina for 20 sec.
Holy Light InterruptHeals himself or a nearby ally.
Lay on Hands BurstHeals himself for his full maximum health when he gets low.
Group plan TankClear the area in front of his room, then pull him alone and hold him where he stands. Ground Smash stuns everyone close to him.
HealerStand out of Ground Smash range. Head Crack lowers the tank's Stamina for 20 sec, so the tank's health pool shrinks.
DamageInterrupt every Holy Light. Save a burst for the end: he casts Lay on Hands when low, and you have to kill him through it.
Each class Druid · your class In Bear Form, Bash stops a Holy Light. Healing from range keeps you clear of Ground Smash.
Hunter · your class Stay at range so Ground Smash can't reach you. Hold Rapid Fire for after his Lay on Hands.
Mage · your class Counterspell Holy Light to lock out his Holy school for 10 sec. Spend your burst after his Lay on Hands lands.
Paladin · your class Hammer of Justice stuns him for 6 sec and stops a Holy Light. As tank, Righteous Fury and Consecration hold his threat.
Priest · your class Heal from outside Ground Smash range, and keep the tank high while Head Crack shrinks their health.
Rogue · your class Kick every Holy Light; Kick locks out his Holy school for 5 sec. Kidney Shot covers the next one.
Shaman · your class Earth Shock interrupts Holy Light. Healers stand clear of Ground Smash so its stun never hits you.
Warlock · your class Spell Lock counters Holy Light and locks out his Holy school. Curse of Tongues slows the casts it misses.
Warrior · your class Shield Bash or Pummel each Holy Light. Ground Smash stuns you in melee, so keep rage for an interrupt after it.
Optional smith summoned by the plans; one hard hitter whose Bone Smelt burns the tank and halves their armor. Never summon him mid-pull.
Group plan TankClear nearby packs before anyone loots the plans. Pick him up at once; Bone Smelt halves your armor for 20 sec, so his melee hits harder.
HealerKeep the tank high after each Bone Smelt; the armor loss makes his melee hurt more for 20 sec.
DamageDon't loot the plans during another pull. Once he is up, let the tank hold him, then kill him.
Each class Druid · your class In Bear Form, Frenzied Regeneration covers the hits after a Bone Smelt. As healer, keep Rejuvenation on the tank.
Hunter · your class Send your pet in only after the tank has him. Feign Death if he turns on you.
Mage · your class Fire Ward absorbs Bone Smelt's Fire damage if he hits you. Frost Nova and Blink buy time until the tank Taunts him back.
Paladin · your class Fire Resistance Aura blunts Bone Smelt's Fire damage. Blessing of Protection saves a cloth player he reaches.
Priest · your class Power Word: Shield the tank before each Bone Smelt lands. Fade if he turns on you.
Rogue · your class Stay behind him. Feint keeps you below the tank, and Evasion helps if he turns on you.
Shaman · your class Fire Resistance Totem softens Bone Smelt. Stoneskin Totem near the tank blunts his melee after the armor cut.
Warlock · your class Keep your Voidwalker ready to grab him if he comes to you. Curse of Recklessness lowers his armor for the melee.
Warrior · your class Taunt him the moment the plans are looted. Shield Block and Shield Wall cover the window after Bone Smelt cuts your armor.
Calls Crimson Riflemen during the fight and when he dies; fire the hall's cannons at the riflemen and keep a cannonball for his death.
Watch for Summon Crimson Rifleman Kill addsCalls riflemen who stand and shoot the group; more appear when he dies.
Knock Away TankHits his target and knocks it back.
Pummel Stay backHits his target and interrupts its spellcast for 5 sec.
Shoot Heal throughRanged shot at a player.
Group plan TankKeep your back to a wall so Knock Away doesn't throw you into other mobs, and be ready to pick up riflemen that come close.
HealerStand behind a cannon, away from Willey, so new riflemen don't run straight to you. Keep the tank topped off.
DamageFocus Willey. Assign one player to load and fire a cannon at the riflemen, and keep one cannonball for the group that spawns when he dies.
Each class Druid · your class Hurricane hits riflemen bunched at the hall's end. As healer, stand behind a cannon and away from Willey's melee.
Hunter · your class Volley or Multi-Shot thins the riflemen. In Forever, Freezing Trap goes down at your feet in combat for one that reaches you.
Mage · your class Polymorph a rifleman; they are humanoid. Fire the cannon when riflemen bunch up, and keep one cannonball for his death.
Paladin · your class Concentration Aura helps healers keep casting through rifle fire. As tank, Seal of Fury makes Judgement taunt a loose rifleman.
Priest · your class Heal from behind a cannon and out of his melee, where Pummel can interrupt you. Power Word: Shield whoever the riflemen focus.
Rogue · your class Burn Willey from behind. Blind or Gouge a rifleman that reaches the healer, and Feint after big crits.
Shaman · your class Windwall Totem cuts the riflemen's ranged damage. Totemic Projection (22) moves it if the fight shifts.
Warlock · your class Seduction holds a rifleman, since they are humanoid. Rain of Fire on their spot clears them if the cannon is busy.
Warrior · your class Keep your back to a wall for Knock Away, then Taunt him back. Intercept reaches a rifleman shooting the healer.
Fire caster who stuns a player with Burning Winds and pulses Fire Nova; spread out, dispel Burning Winds, and interrupt Pyroblast.
Watch for Burning Winds Dispel magicStuns a player and burns them with Fire over 8 sec; it is a magic effect.
Fire Nova Stay backFire damage to everyone near him.
Pyroblast InterruptSlow Fire cast that hits hard, then burns for 12 sec.
Group plan TankHold him in his room and stay on him. If Burning Winds stuns you, he can turn to someone else; take him back the moment it ends.
HealerSpread out and stand away from Fire Nova. Dispel Burning Winds quickly, starting with the tank. HoTs and shields help the spread damage.
DamageSpread out and interrupt Pyroblast. Ranged stay out of Fire Nova range. After he dies, burn the Scarlet Archive if you have the quest.
Each class Druid · your class In Bear Form, Bash interrupts Pyroblast. As healer, keep Rejuvenation on whoever Burning Winds stuns; you can't dispel it.
Hunter · your class Stay at range to avoid Fire Nova. Viper Sting drains his mana, and your pet can attack him from behind.
Mage · your class Counterspell his Pyroblast to lock out Fire for 10 sec. Fire Ward absorbs part of Fire Nova and Burning Winds.
Paladin · your class Cleanse removes Burning Winds, since it is magic. Fire Resistance Aura softens all of his spells.
Priest · your class Dispel Magic removes Burning Winds; clear the tank first. Shield players near him before Fire Nova.
Rogue · your class Kick Pyroblast; Kick locks out his Fire school for 5 sec. Expect Fire Nova while you stand in melee.
Shaman · your class Fire Resistance Totem cuts Fire Nova, Burning Winds and Pyroblast damage. Earth Shock interrupts Pyroblast.
Warlock · your class Spell Lock his Pyroblast to lock out his Fire school. Curse of Tongues slows every cast he makes.
Warrior · your class Shield Bash or Pummel his Pyroblast. If Burning Winds stuns you, Taunt him back as soon as it ends.
Grand Crusader Dathrohan becomes the dreadlord Balnazzar at 40% with full health; stay spread and back, dispel Sleep, and control mind-controlled players.
Watch for Crusader's Hammer Stay backStuns players near him for 4 sec.
Crusader Strike TankHits his target and raises the Holy damage it takes, stacking up to 5 times.
Holy Strike TankAdds Holy damage to his next melee swing.
Balnazzar Transform TankAt 40% health he becomes Balnazzar and restores his health.
Mind Blast InterruptShadow damage to one player that causes a lot of threat.
Shadow Shock Stay backInstant Shadow damage to players near him.
Psychic Scream Stay backSends up to 5 nearby players fleeing for 6 sec.
Sleep Dispel magicPuts one player to sleep for up to 20 sec; damage wakes them. It is a magic effect.
Mind Control Crowd controlTakes control of a player and turns them on the group.
Phase 1: Dathrohan100–40% Paladin form. He melees with Crusader Strike and Holy Strike, casts Mind Blast, and Crusader's Hammer stuns players near him. Ranged and healers stand back.
Phase 2: Balnazzar40%, then full health He transforms, returns to full health and keeps his threat. Shadow Shock, Psychic Scream, Sleep and Mind Control replace the paladin attacks, and Mind Blast continues.
Group plan TankPull him to the back wall, away from the group, and stay there: undead spawn outside the room when he dies. At 40% he keeps threat, so keep tanking.
HealerStand back from Crusader's Hammer, Shadow Shock and Psychic Scream. Dispel Sleep fast; most of his effects are magic.
DamageRanged stay back; melee expect stuns and fears. After 40% he has full health again, so pace cooldowns. Control a mind-controlled player instead of killing them.
Each class Druid · your class In Bear Form, hold him at the back wall through both forms. As healer, Rejuvenation the melee before Shadow Shock; you can't dispel Sleep.
Hunter · your class Stay at range for Psychic Scream and Shadow Shock. Save Rapid Fire for the Balnazzar form, and Feign Death after a Mind Blast.
Mage · your class Polymorph a mind-controlled player until it ends. Counterspell Mind Blast or Sleep, and stay out of Psychic Scream range.
Paladin · your class Cleanse removes Sleep. Shadow Resistance Aura covers Shadow Shock and Mind Blast, and Exorcism works on the demon form.
Priest · your class Fear Ward the tank against Psychic Scream; Forever gives it to every priest. Dispel Magic wakes a slept player.
Rogue · your class Kick Mind Blast or Sleep. Blind or Gouge a mind-controlled player instead of hurting them.
Shaman · your class Tremor Totem removes Fear and Sleep effects, which covers Psychic Scream and his Sleep. Earth Shock interrupts Mind Blast.
Warlock · your class Shadow Ward absorbs Shadow Shock or Mind Blast. Bring the Succubus: Seduction holds a mind-controlled player until control ends.
Warrior · your class Berserker Rage blocks Psychic Scream's fear; stance into Berserker before he transforms. Keep him at the back wall.
Melee half of the sibling summon for the Tier 0.5 chain; offtank her while the group kills Sothos, then burn her through Vengeance.
Watch for Cleave Not in frontHits her target and nearby players in front of her, up to 3.
Mortal Strike TankHeavy hit that lowers the healing her target receives.
Cripple Dispel magicSlows a player's attacks and movement and lowers Strength; it is a magic effect.
Shadow Shock Heal throughInstant Shadow damage to her target.
Vengeance BurstWhen Sothos dies first, she gains physical and magic damage and movement speed.
Group plan TankOfftank Jarien away from Sothos and face her from the group so Cleave hits only you. She only melees, so she is the safer one to hold.
HealerMortal Strike cuts your heals on her tank, so heal early. Dispel Cripple, and keep Shadow Protection on the group.
DamageKill Sothos first. Once he dies she gains Vengeance, so save cooldowns and burn her. Stratholme Holy Water works; both siblings are undead.
Each class Druid · your class Bear-tank Jarien with her back to the group so Cleave hits only you. Innervate your healer before Sothos dies.
Hunter · your class Distracting Shot holds Jarien while the tanks set up. Feign Death if Vengeance sends her your way.
Mage · your class Fire on Sothos first, then Jarien. Ice Block (Frost talent) saves you if Vengeance sends her at you.
Paladin · your class Cleanse removes Cripple from whoever it hits. Holy Wrath and Exorcism hit her, since she is undead.
Priest · your class Shadow Protection on the group blunts her Shadow Shock and Sothos's volleys. Dispel Magic removes Cripple from whoever it hits.
Rogue · your class Stay behind her so Cleave misses you. Save Evasion for the moment Vengeance makes her hit harder.
Shaman · your class Stoneskin Totem by her tank cuts Cleave and Mortal Strike damage. Chain Heal covers the shadow damage on the group.
Warlock · your class Curse of Weakness on Jarien softens her hits on the offtank. Keep Bane of Agony ticking on her while you focus Sothos.
Warrior · your class Offtank Jarien with Shield Block up for Mortal Strike, and face her away. Save Shield Wall for her Vengeance.
Shield-bearing half of the sibling summon; kill him first, since his fears, charges and Shadow Bolt Volleys do the most damage.
Watch for Shadow Bolt Volley ResistanceShadow damage to every player near him.
Fear Dispel magicSends one player fleeing in terror; it is a magic effect with a 1 sec cast.
Shield Charge TankCharges a player and knocks them back.
Shield Slam TankHits his target and stuns it for 2 sec.
Shield Block TankRaises his block chance until he blocks one attack.
Vengeance BurstWhen Jarien dies first, he gains physical and magic damage and movement speed.
Group plan TankMain tank Sothos and keep him facing away. Shield Charge and Fear take him off you, so Taunt him back fast.
HealerShadow Bolt Volley hits everyone near him; Shadow Protection and group heals carry you. Dispel Fear quickly; he picks its target at random.
DamageKill Sothos first; he does the most burst. Use Stratholme Holy Water on him, and keep Shadow Protection buffs up for his volleys.
Each class Druid · your class Tranquility covers the group through back-to-back Shadow Bolt Volleys. Bear tanks: Growl him back after a Fear or Shield Charge.
Hunter · your class Burn Sothos first with Rapid Fire. Feign Death if Shield Charge sends him your way.
Mage · your class Counterspell can stop his Fear; it is a 1 sec cast, so watch his cast bar. Burn him before his sister.
Paladin · your class Shadow Resistance Aura blunts every Shadow Bolt Volley. Cleanse removes his Fear, and Holy Wrath hits both undead siblings.
Priest · your class Fear Ward the tank before lighting the brazier; Forever gives every priest Fear Ward. Shadow Protection on the group blunts his volleys.
Rogue · your class Kick his short Fear cast. Kidney Shot buys the healer a breather between Shadow Bolt Volleys.
Shaman · your class Tremor Totem breaks his Fear. Chain Heal and Healing Stream Totem carry the group through Shadow Bolt Volley.
Warlock · your class Shadow Ward absorbs a volley. Spell Lock his Fear, and Curse of Tongues slows the cast.
Warrior · your class Main tank him; Berserker Rage makes you immune to his Fear. Taunt him back after each Shield Charge.
Rare gargoyle with one bleed; pull it clear of other patrols and heal the tank through Vicious Rend.
Group plan TankPull it away from other patrols and gargoyles. Use a defensive cooldown if Vicious Rend damage piles up.
HealerOnly the tank should take damage. Keep heals over time on the tank to cover the bleed.
DamageKill it where the tank holds it, and watch for other gargoyle patrols joining the fight.
Each class Druid · your class In Bear Form, Frenzied Regeneration covers Vicious Rend damage. As healer, keep Rejuvenation and Regrowth on the tank.
Hunter · your class Send your pet once the tank has it. Feign Death if another gargoyle patrol joins and turns to you.
Mage · your class Frost Nova and Blink cover you if a second gargoyle patrol joins. Burn it while the tank holds it.
Paladin · your class Blessing of Sacrifice on the tank splits the bleed damage. Holy Wrath and Exorcism hit it; the gargoyles here are undead.
Priest · your class Renew and Power Word: Shield carry the tank through Vicious Rend. Shackle Undead a second gargoyle if one joins.
Rogue · your class Attack from behind and save Evasion if it turns to you. Kidney Shot a gargoyle that joins.
Shaman · your class Healing Stream Totem by the tank helps against the bleed. Earthbind Totem slows a second patrol that wanders in.
Warlock · your class Corruption and Curse of Recklessness speed the kill. Your Voidwalker can hold a second gargoyle that wanders in.
Warrior · your class Pull it clear of the gargoyle patrol. Save Shield Wall for heavy Vicious Rend damage, and Taunt any gargoyle that joins.
Crypt fiend who webs and armor-breaks the tank and calls scarabs; heal through Pierce Armor and clear scarabs with area damage.
Watch for Pierce Armor Heal throughHalves her target's armor for a time.
Encasing Webs TankRoots a player in place and slows their attacks.
Crypt Scarabs Kill addsSends a swarm of scarabs at her target.
Raise Undead Scarab Kill addsRaises an Undead Scarab to fight for her.
Group plan TankTank her at the top of the ramp where she stands, in the healer's line of sight. Use area threat on scarabs, and keep threat on her while webbed.
HealerKeep distance but stay in line of sight; the ramp's ledges can block casts. Pierce Armor halves the tank's armor, so expect spikes.
DamageHit the scarabs with area damage along with the boss; they have little health. Clear the Thuzadin Acolytes inside the ziggurat after she dies.
Each class Druid · your class Swipe in Bear Form or Hurricane at range hits the scarabs and the boss together.
Hunter · your class Multi-Shot and Volley clear scarabs. Feign Death if she turns to you.
Mage · your class Blizzard or Arcane Explosion clears the scarabs. Ice Block (Frost talent) saves you if she turns to you.
Paladin · your class Holy Wrath hits her and every undead scarab; in Forever it stuns the scarabs for 2 sec, though she is immune to stuns. Consecration holds the adds.
Priest · your class Stand back but in line of sight; the ramp ledges block heals. Power Word: Shield the tank when Pierce Armor lands.
Rogue · your class Stay behind her and hold your burst until the tank has threat on her and the scarabs. Feint if you climb close to the tank.
Shaman · your class Magma Totem near the tank kills scarabs; Totemic Projection (22) moves it if the fight shifts on the ramp.
Warlock · your class Rain of Fire on the scarabs as they gather on the tank. Keep your Voidwalker near the healer for loose scarabs.
Warrior · your class Tank her on the ramp top. Forever lets you Thunder Clap in Defensive Stance to grab scarabs; Shield Wall covers Pierce Armor spikes.
Optional smith summoned by the plans; one elite whose Banshee Curse lowers hit chance. Clear the area before anyone loots.
Group plan TankClear nearby mobs, then let someone loot the plans. Pick him up at once; Banshee Curse makes your attacks miss, so build threat early.
HealerExpect steady tank damage. Ask a mage or druid to remove Banshee Curse from the tank and melee.
DamageDon't loot the plans during another pull. Decurse melee if you can, and give the cursed tank a few seconds of threat.
Each class Druid · your class Remove Curse clears Banshee Curse from the tank, then melee. In Bear Form, Forever's Faerie Fire is free and adds threat.
Hunter · your class Hold fire until the tank has him; Banshee Curse makes the tank miss, so threat builds slowly. Distracting Shot covers a loose moment.
Mage · your class Remove Lesser Curse clears Banshee Curse from the tank and melee. Wait a few seconds for threat before you burn.
Paladin · your class Paladins can't cleanse curses. As tank, Seal of Fury makes Judgement taunt, which helps a cursed tank hold him.
Priest · your class You can't remove the curse, so keep Renew on the tank while a mage or druid decurses. Fade if he turns on you.
Rogue · your class Banshee Curse makes you miss too. Wait for the tank's threat lead, and Feint early.
Shaman · your class You can't remove curses; heal the tank through his melee with Lesser Healing Wave. Stoneskin Totem near the tank blunts his hits.
Warlock · your class Curse of Weakness on him cuts his damage to the tank. Your Voidwalker can hold him if he comes for you.
Warrior · your class Taunt him the moment the plans are looted. Banshee Curse lowers your hit, so lean on Sunder Armor and Revenge for threat.
Banshee who possesses a player and vanishes; bring the possessed player to 50% health to break it, and decurse and interrupt the rest.
Watch for Possess BurstTakes control of a player and doubles their damage; it breaks at 50% health. She vanishes meanwhile.
Banshee Wail InterruptShadow damage to one player; it has a 1.5 sec cast.
Silence InterruptSilences players near her; it has a 1.5 sec cast.
Banshee Curse Remove curseCurses nearby players and lowers their chance to hit for 12 sec.
Group plan TankTank her atop the ziggurat. When she possesses someone she vanishes; help bring them to 50%, then retake her threat as she returns.
HealerHeal the possessed player back up the moment it breaks. Keep a HoT on the tank, and expect Silence. Druids and mages decurse.
DamageUse cooldowns on her early. When she possesses a player, damage them to 50% or hold them with humanoid crowd control. Clear the acolytes inside after.
Each class Druid · your class Remove Curse clears Banshee Curse. Entangling Roots holds a possessed player, and Forever lets it work indoors.
Hunter · your class Freezing Trap holds a possessed player; in Forever you can drop it at your feet in combat.
Mage · your class Polymorph a possessed player until control ends. Remove Lesser Curse handles Banshee Curse, and Counterspell stops her Silence cast.
Paladin · your class Hammer of Justice stuns a possessed ally while the group brings them to 50%. You can't cleanse Banshee Curse; leave it to mages and druids.
Priest · your class Keep Renew on the tank and heal the possessed player right after control breaks. You can't remove Banshee Curse; ask a mage or druid.
Rogue · your class Kick Banshee Wail and Silence. Blind or Gouge a possessed player instead of killing them.
Shaman · your class Possess is a charm, and Tremor Totem removes charms from party members; drop it early. Earth Shock interrupts Banshee Wail and Silence.
Warlock · your class Bring the Succubus: Seduction holds a possessed player, since players are humanoid. Curse of Tongues slows her Silence and Banshee Wail.
Warrior · your class Pummel or Shield Bash her Banshee Wail and Silence. If she possesses a teammate, Hamstring them and help bring them to 50%.
Hard-hitting Frost caster who stuns with Ice Tomb and drains life; interrupt Frostbolt and Drain Life, and keep the tank healed.
Watch for Frostbolt InterruptFrost damage that slows the target for 4 sec.
Drain Life InterruptDrains health from a player over 5 sec and heals him.
Ice Tomb TankEncases a player in ice, stunning them.
Group plan TankUse defensive cooldowns; he hits hard. If Ice Tomb stuns you and he turns to someone else, Taunt him back the moment you are free.
HealerOnly the tank should take damage. If Ice Tomb stuns the tank, watch for him hitting someone else and heal them until the tank takes him back.
DamageInterrupt Frostbolt and Drain Life. Keep threat well below the tank, and be ready to self-heal or drop threat if Ice Tomb stuns the tank.
Each class Druid · your class In Bear Form, Bash interrupts Frostbolt or Drain Life. As healer, keep Rejuvenation on the tank so Ice Tomb doesn't leave a gap.
Hunter · your class Feign Death if he turns to you. Viper Sting drains his mana.
Mage · your class Counterspell Drain Life or Frostbolt. Frost Ward absorbs his Frostbolt damage if he targets you.
Paladin · your class Frost Resistance Aura softens Frostbolt. Hammer of Justice stops Drain Life, and Blessing of Protection saves a player he hits in melee.
Priest · your class Fade if he turns to you. Power Word: Shield the tank, and Dispel Magic removes Frostbolt's slow, since it is magic.
Rogue · your class Kick Drain Life and Frostbolt. Feint during the fight so your threat stays well under the tank.
Shaman · your class Frost Resistance Totem cuts Frostbolt damage, and Earth Shock interrupts Drain Life.
Warlock · your class Spell Lock his Drain Life or Frostbolt. Curse of Tongues slows his casts, and Devour Magic removes Frostbolt's slow from an ally.
Warrior · your class Pummel or Shield Bash Drain Life. When Ice Tomb ends, Taunt him back if he moved off you; Mocking Blow covers a resisted Taunt.
Hard-hitting magistrate who knocks the tank back and stacks Furious Anger; tank him against a wall and loot the Key to the City.
Watch for Mighty Blow TankHits his target and knocks it back.
Crowd Pummel Stay backHits players near him and interrupts their spellcasting.
Draining Blow Heal throughDrains health from his target to heal himself.
Furious Anger BurstStacks a buff that raises his damage and attack speed as the fight goes on.
Group plan TankPut your back to a wall so Mighty Blow can't punt you into other mobs. A punt can cost threat; run back in and Taunt him.
HealerStand out of Crowd Pummel range. His damage grows with Furious Anger stacks, so the tank needs more healing as the fight goes on.
DamageKill him quickly before Furious Anger stacks build. If he turns to you after a knockback, run toward the tank, not away.
Each class Druid · your class In Bear Form, keep your back to a wall and Growl after each Mighty Blow. As healer, stay out of Crowd Pummel range.
Hunter · your class Stay at range; Crowd Pummel only hits players near him. If he turns on you, Feign Death or run him back to the tank.
Mage · your class Stay out of his melee so Crowd Pummel can't stop your casts. If he turns, Frost Nova and Blink, then let the tank reclaim him.
Paladin · your class As tank, Seal of Fury lets Judgement taunt him back after a knockback. Blessing of Protection saves a player he turns on.
Priest · your class Heal from range, outside Crowd Pummel. Power Word: Shield the tank as Furious Anger stacks rise.
Rogue · your class Hit from behind, though Crowd Pummel still reaches you. Evasion covers you if a knockback turns him your way.
Shaman · your class Stoneskin Totem by the tank blunts his growing melee. Stay back so Crowd Pummel never interrupts your heals.
Warlock · your class Curse of Weakness cuts his melee as Furious Anger stacks. If he turns on you, Death Coil heals you while you run back to the tank.
Warrior · your class Tank with your back to a wall. After a Mighty Blow, Taunt or Mocking Blow pulls him back.
Huge abomination who knocks out the tank and turns on someone else; fight in the open and retake him after each Knockout.
Watch for Knockout TankKnocks his target back and stuns it, so he turns to another player for a while.
Trample Stay backPhysical damage to players around him.
Flurry TankAfter a critical hit, his next 3 swings come 30% faster.
Group plan TankPull him into open ground, away from the group. Keep a taunt ready for each Knockout; he moves slowly, so you can reach him again.
HealerHeal whoever he turns to during Knockout, and stay out of Trample range.
DamageWatch threat; during Knockout he hits someone else. Keep cloth players low on threat, and let a plate wearer or a ranged player who can kite take him.
Each class Druid · your class In Bear Form, Growl him back after each Knockout. If the main tank is stunned, a feral offtank can hold him briefly.
Hunter · your class If he turns to you during Knockout, kite him; he moves slowly. Concussive Shot and Frost Trap slow him further.
Mage · your class Stay out of Trample range. If Knockout sends him your way, Frost Nova and Blink, then let the tank take him back.
Paladin · your class Blessing of Protection saves a cloth player he turns to. As tank, Seal of Fury's Judgement taunt gets him back after Knockout.
Priest · your class Keep distance and Fade if he turns to you during Knockout. Power Word: Shield whoever he turns to.
Rogue · your class Stay behind him and out of Trample. Feint keeps your threat low for Knockout turns; Forever doubled its threat cut.
Shaman · your class Earthbind Totem slows him if he chases a cloth player. Healing Stream Totem helps the melee through Trample.
Warlock · your class Curse of Recklessness lowers his armor for the melee. If Knockout sends him your way, back off; he moves slowly, and Death Coil heals you.
Warrior · your class Taunt him back after each Knockout, and Mocking Blow if Taunt is resisted. A plate DPS warrior can soak his hits while the tank is stunned.
Final boss with a damaging Unholy Aura, Mortal Strike and raised skeletons; tank him on one wall, ranged on the other, and kill skeletons fast.
Watch for Unholy Aura Stay backDeals Shadow damage every 2 sec to everyone near him.
Mortal Strike TankHeavy hit that halves healing on his target for 5 sec.
Cleave Not in frontHits his target and nearby players in front of him.
Shadow Bolt ResistanceShadow damage to one player; it has a 2 sec cast.
Raise Dead Kill addsRaises skeletons around the room; any still alive after 12 sec die to heal him.
Death Pact Kill addsConsumes his surviving skeletons to heal himself.
Group plan TankEnter together; the door closes when he is engaged. Hold him against the far wall with your back to it, and leave skeletons to the DPS.
HealerStand with the ranged on the opposite wall, out of Unholy Aura. Mortal Strike halves heals on the tank, so heal early and save cooldowns for it.
DamageMelee stay behind him for Cleave and kill skeletons first, since they go for the healer. Ranged AoE skeletons as they come; Stratholme Holy Water helps.
Each class Druid · your class Hurricane clears skeletons around the healer. Innervate your healer during the Mortal Strike windows.
Hunter · your class Set your pet to passive before you walk in, or it can start the fight early. Multi-Shot and Volley thin the skeletons.
Mage · your class Arcane Explosion or Blizzard on skeletons by the healer; they have low health. Stay on the far wall, out of Unholy Aura.
Paladin · your class Holy Wrath hits every skeleton and the Baron at once. Shadow Resistance Aura cuts Unholy Aura and Shadow Bolt damage.
Priest · your class Shadow Protection on everyone before the pull cuts Unholy Aura and Shadow Bolt damage. Shield the tank before Mortal Strike windows.
Rogue · your class Stay behind him for Cleave; Unholy Aura still hits you, so turn to skeletons near the healer when they rise.
Shaman · your class Chain Heal covers melee standing in Unholy Aura. Magma Totem by the healer burns skeletons as they arrive.
Warlock · your class Rain of Fire on skeletons near the healer; they have low health. Shadow Ward helps if his Shadow Bolt picks you.
Warrior · your class Hold him with your back to the wall. Save Shield Wall for a Mortal Strike window, and leave skeletons to DPS so he never turns.