Swamp of Sorrows, Pool of Tears [69, 54]; Era world coordinates.
Checked for ForeverClassic Era habit: check in game
1
Veyzhak the Cannibal
Level 48 rare elite · The Butchery, in the outer temple before the instance portal
Rare
Rare elite outside the portal who bleeds the tank and enrages late in the fight; let the tank settle him, then burn him down.
Watch for
RendHeal through
Bleeds the target for Physical damage every 3 sec for 15 sec.
EnrageHeal through
Enrages at low health, raising his damage and attack speed.
Group plan
Tank
Give yourself a couple of seconds to build threat before anyone attacks. Rend bleeds you all fight and his hits grow when he enrages, so save a defensive cooldown for that.
Healer
Keep the tank topped up through the steady Rend bleed. Expect a damage spike once he enrages near the end, and stay clear of the nearby packs.
Damage
Wait for the tank's threat, then layer damage over time on him. Save your burst for the enrage so the last stretch is short.
Each class
Druid · your class
Tank in Dire Bear Form with Demoralizing Roar up to blunt his melee. As a healer, keep Rejuvenation and Regrowth rolling on the tank through Rend.
Hunter · your class
Send your pet in after the tank holds him and keep Serpent Sting up. If he turns on you, Feign Death drops you off his threat list.
Mage · your class
Let the tank build threat first. Polymorph a stray add from a nearby pack, and save Frost Nova and Blink in case he turns on you.
Paladin · your class
Tank with Righteous Fury and Seal of Fury; in Forever, Judgement then taunts him back if he turns. Keep Blessing of Protection for a cloth player he catches.
Priest · your class
Keep Power Word: Shield and Renew on the tank through Rend. Fade if he turns to you after a big heal.
Rogue · your class
Open from behind once the tank holds him and save Kidney Shot for the enrage. Feint keeps you under the tank; Forever doubled its threat cut.
Shaman · your class
Drop Stoneskin Totem by the tank and Windfury Totem for melee. Save Healing Wave mana for the enrage at the end.
Warlock · your class
Curse of Weakness trims his melee on the tank. Keep Corruption and Bane of Agony ticking from range while the tank holds him.
Warrior · your class
Hold him with Sunder Armor and keep Demoralizing Shout up. Save Shield Block or Shield Wall for the enrage near the end.
Level 48 elite · Upper ledge of the Chamber of Blood, outside the instance portal
Rare
Troll caster outside the portal who takes over a player's mind and casts shadow spells; interrupt his casts and kill him quickly.
Watch for
Dominate MindInterrupt
2 sec cast that takes control of a player for 10 sec and slows their attacks.
Shadow Bolt VolleyInterrupt
3 sec cast that hits nearby players with Shadow damage.
Shadow Word: PainDispel magic
Shadow damage every 3 sec for 18 sec. Magic, so it can be dispelled.
Group plan
Tank
Pull him to a spot clear of other packs and keep him on you. If he takes over a player, hold him still while the group deals with the controlled player.
Healer
Dispel Shadow Word: Pain and heal through Shadow Bolt Volley. If a player is controlled, stay out of their reach until the 10 sec runs out.
Damage
Interrupt Dominate Mind and Shadow Bolt Volley; both have a cast bar. Don't burst a controlled party member; control them or wait it out.
Each class
Druid · your class
Bash interrupts his casts in Bear Form. Entangling Roots holds a controlled player in place, and Forever lets you cast it indoors.
Hunter · your class
Keep your pet on him with Serpent Sting up. If he controls a party member, Wing Clip or Concussive Shot slows them while the 10 sec runs out.
Mage · your class
Counterspell his Dominate Mind or Shadow Bolt Volley. Polymorph a controlled party member until the effect ends.
Paladin · your class
Cleanse removes Shadow Word: Pain from your group. Hammer of Justice stuns him to stop a cast in progress.
Priest · your class
Dispel Magic removes Shadow Word: Pain. Shadow Protection on each party member trims Shadow Bolt Volley damage.
Rogue · your class
Kick Dominate Mind or Shadow Bolt Volley, then Kidney Shot to stop the next cast. Gouge covers a cast while Kick is on cooldown.
Shaman · your class
Earth Shock interrupts his casts. Earthbind Totem slows a party member under Dominate Mind until the 10 sec ends.
Warlock · your class
Curse of Tongues slows his casting, giving the group more time to interrupt. Shadow Ward absorbs part of a Shadow Bolt Volley.
Warrior · your class
Shield Bash or Pummel his Dominate Mind and Shadow Bolt Volley. Hold threat with Sunder Armor while the casters finish him.
Level 50-51 elite · Patrols the Hall of Serpents, the lower ring around the statues
Rare
Wind serpent rare that patrols the lower ring and puts a long Nature poison on players; cure it and burn the serpent down.
Watch for
Acid of HakkarCure poison
1 sec cast at up to 40 yd that deals Nature damage every 2 sec for 1 min. Poison, so it can be cured.
Group plan
Tank
Pick it up away from the slime and worm packs in the hall; other patrols wander here. Hold it in place so the group isn't chasing it into more mobs.
Healer
Acid of Hakkar ticks for a full minute and reaches 40 yards, so range doesn't avoid it. Cure the poison if you can; otherwise keep heals over time on whoever has it.
Damage
Focus the Spawn and finish it before Acid of Hakkar lands on several players. Watch for wandering adds joining in.
Each class
Druid · your class
Abolish Poison or Cure Poison clears Acid of Hakkar. Hibernate works on beasts, so you can sleep the Spawn if a patrol joins first.
Hunter · your class
Scare Beast or Freezing Trap holds it if another patrol joins. Aspect of the Wild raises the group's Nature resistance against Acid of Hakkar.
Mage · your class
Polymorph works on beasts, so you can sheep it if another pack joins first. Frost Nova and Blink keep you clear if it turns.
Paladin · your class
Cleanse or Purify removes Acid of Hakkar, a poison. Hammer of Justice stops the Spawn if it turns on a healer.
Priest · your class
Renew on each player with Acid of Hakkar covers the ticks until a druid, shaman or paladin cures the poison. Power Word: Shield the tank as it engages.
Rogue · your class
Gouge or Kidney Shot peels it off a healer. Open from behind with Cheap Shot once the tank holds it.
Shaman · your class
Cure Poison or Poison Cleansing Totem clears Acid of Hakkar. Nature Resistance Totem cuts its damage until then.
Warlock · your class
Send your Voidwalker in with the tank; Torment pulls it back if it turns. Drain Life offsets Acid of Hakkar ticks on you.
Warrior · your class
Charge in, then Sunder Armor to hold it. Demoralizing Shout trims its melee while the group heals through Acid of Hakkar.
Level 50 elite · Pit of Refuse; appears after the six serpent statues are used
Optional
Guardian of the Idol who throws players into the air and stuns everyone near him; tank him against a wall and keep ranged players on the ledge above.
Watch for
Sweeping SlamNot in front
Hits players in a cone in front of him and knocks them high into the air; they take fall damage on landing.
Ground TremorStay back
Stuns nearby players for 2 sec.
Group plan
Tank
Drag him against a wall away from the stairs. If Sweeping Slam tosses you, take him back the moment you land.
Healer
Stand on the ledge above him, out of Ground Tremor range, and heal tossed players when they land. If he reaches the ledge first, drop into the water behind the tank.
Damage
Melee stand behind him, out of the Sweeping Slam cone. Ranged stay on the ledge and keep damage over time on him while the tank is in the air. Stuns work on him.
Each class
Druid · your class
Tank in Dire Bear Form against a wall, away from the stairs. If Sweeping Slam tosses you, Growl him back the moment you land.
Hunter · your class
Fight from the ledge above him. If he turns to the healer after a toss, Distracting Shot or your pet's Growl buys the tank time.
Mage · your class
Cast from the ledge above, outside Ground Tremor range. Slow Fall stops fall damage if Sweeping Slam throws you or a melee player.
Paladin · your class
Hammer of Justice stuns him while a tossed tank recovers. As tank, Seal of Fury makes Judgement taunt in Forever, so you can take him back after a throw.
Priest · your class
Heal from the ledge above. Keep Renew on the melee so fall damage after a toss is covered, and Fade if he heads for you.
Rogue · your class
Stand behind him, out of the slam cone. After a toss, Kidney Shot holds him while the tank lands and takes him back.
Shaman · your class
Stay on the ledge with the healer. Drop Stoneskin Totem near the tank, and Earthbind Totem slows him if he walks up after a caster.
Warlock · your class
Keep Corruption and Bane of Agony on him from the ledge so damage keeps going while melee are in the air. Your Voidwalker's Torment helps after a toss.
Warrior · your class
Back into a wall before he swings. If you're tossed, Taunt or Mocking Blow on landing, and keep Demoralizing Shout up.
Level 55 elite · Chamber of the Dreamer, south of the Pit of Sacrifice
Green dragon shade who puts his target to sleep, stomps and breathes acid; clear all dragonkin first and keep a second tank ready.
Watch for
Deep SlumberTank swap
Puts a player, often the tank, to sleep; they can't act but are immune to all attacks and spells.
War StompStay back
Damages and stuns players near him and knocks them back.
Acid BreathNot in front
Breathes Nature damage in a cone in front, then more damage over time.
ThrashHeal through
Gives him extra melee attacks, causing damage spikes on the tank.
Group plan
Tank
Clear every dragonkin first or they join him. Tank with your back to a wall for War Stomp, facing him away from the group. A second tank takes over during Deep Slumber.
Healer
Stay at range, out of War Stomp. When Deep Slumber takes the tank, shift heals to whoever picks him up. Pace your mana for a long fight.
Damage
Melee stand at his side, never in front. Ease off while the second tank holds him so threat stays steady; ranged stay far back.
Each class
Druid · your class
Off-tank in Bear Form; Growl him when Deep Slumber takes the main tank. Innervate the healer for this long fight.
Hunter · your class
Your pet can hold him while the main tank sleeps. Feign Death if his threat turns to you.
Mage · your class
Ice Block, from Forever's Frost tree, buys time if he turns to you while the tank sleeps. Stay out of War Stomp range.
Paladin · your class
Blessing of Protection saves a cloth player he hits while the tank sleeps. As off-tank, Judgement with Seal of Fury taunts him in Forever.
Priest · your class
Stay at range, out of War Stomp, and keep Renew on the tank. When Deep Slumber lands, Power Word: Shield whoever picks him up.
Rogue · your class
Evasion lets you hold him briefly while the tank sleeps. Stand at his side, out of Acid Breath.
Shaman · your class
Grounding Totem near the tank takes Deep Slumber instead. Nature Resistance Totem cuts Acid Breath damage.
Warlock · your class
Your Voidwalker can hold him while the tank sleeps; Torment pulls him over. Soulstone the healer before the pull.
Warrior · your class
Off-tank him during Deep Slumber with Taunt or Mocking Blow. Spearing Strike's dragonkin bonus speeds the kill in Forever.
Level 49-50 elite · Sanctum of the Fallen God, off the west side of the Pit of Sacrifice
Optional
Summoning event: kill Bloodkeepers to douse four flames while stopping Nightmare Suppressors, then fight an Avatar who curses and charms players.
Watch for
Cause InsanityCrowd control
Turns a player against the group for 6 sec, with faster attacks and movement.
Curse of TonguesRemove curse
Curse that slows casting by 50% for 15 sec on players near the target.
LashTank
Stuns his target for 2 sec and can disarm them.
Phase 1Egg used until four flames are out
Minions spawn nonstop. Kill each Hakkari Bloodkeeper, loot its Hakkari Blood and douse one of four flames. Kill each Nightmare Suppressor before it reaches the Shade of Hakkar, or the ritual fails.
Phase 2All four flames out
The Avatar of Hakkar appears and waits briefly. Kill leftover adds in that window, then tank him in the room. Control charmed players and decurse casters.
Group plan
Tank
Hold minions as they spawn and keep them off the blood carrier. When the Avatar appears, hold him while the group finishes adds; hand him to a second tank or pet if you need to bandage.
Healer
Pace your mana; the ritual is long. Decurse Curse of Tongues from casters, and put heals over time on the tank before the Avatar fight.
Damage
Assign one player to loot blood and douse flames. Kill Suppressors on sight. On the Avatar, control a charmed player instead of attacking them.
Each class
Druid · your class
Remove Curse clears Curse of Tongues from casters. Innervate the healer before the Avatar appears.
Hunter · your class
Freezing Trap a charmed player under Cause Insanity; Forever traps work in combat. Your pet can take the Avatar while the tank bandages.
Mage · your class
Polymorph a player under Cause Insanity. Remove Lesser Curse clears Curse of Tongues, and Blizzard thins the minion waves.
Paladin · your class
Hammer of Justice stuns a charmed player until Cause Insanity ends. Consecration, trained by every Forever paladin, holds minion waves on you.
Priest · your class
Put Renew and Power Word: Shield on the tank before the Avatar engages, then wand while your mana recovers.
Rogue · your class
Kidney Shot or Gouge a party member under Cause Insanity. If you're the flame runner, Sprint gets the blood to the flames fast.
Shaman · your class
Earth Shock interrupts the Bloodkeepers' Shadow Bolts. Grounding Totem can soak a Cause Insanity aimed at a party member.
Warlock · your class
Your Voidwalker can take the Avatar while the tank bandages. Soulstone the healer before anyone uses the egg.
Warrior · your class
Challenging Shout pulls a minion wave off the healer. Take the Avatar back with Taunt after a second tank gives you time to bandage.