Skip to the bosses
Dad Bods ◉ Join Discord
Your class

Sunken Temple

Levels 50-55 (Era baseline)19 bosses

Swamp of Sorrows, Pool of Tears [69, 54]; Era world coordinates.

Checked for ForeverClassic Era habit: check in game

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.

Kazkaz the Unholy

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.

Zekkis

Level 48 rare elite · Near the Hall of Bones, outside the instance portal

Rare

Undead rare outside the portal who curses the tank and spreads a disease that slows attacks and casts; remove both and keep the tank healed.

Watch for
  • Curse of BloodRemove curse

    Curse that raises the Physical damage the target takes for 10 min.

  • Contagion of RotCure disease

    Disease that slows attacks by 33% and casts by 25% for 4 min, and can spread to allies.

Group plan
Tank

Hold him where the group can reach you. Curse of Blood makes his hits land harder, so call for a decurse when it lands.

Healer

Remove Contagion of Rot quickly; it slows attacks and casts and can spread. Pace your mana, since the outer temple has several more pulls.

Damage

Decurse and cure the disease if your class can, then return to damage. He's undead, so classes with undead tools have extra options.

Each class
  • Druid · your class

    Remove Curse clears Curse of Blood from the tank. You can't cure the disease, so leave Contagion of Rot to a priest, shaman or paladin.

  • Hunter · your class

    Keep your pet on him and Serpent Sting up. Track Undead shows him on the minimap while you clear toward the Hall of Bones.

  • Mage · your class

    Remove Lesser Curse clears Curse of Blood from the tank. Stay at range; Contagion of Rot slows your casts if it spreads to you.

  • Paladin · your class

    Purify or Cleanse removes Contagion of Rot. Exorcism hits him hard because he's undead.

  • Priest · your class

    Abolish Disease clears Contagion of Rot and keeps curing for 20 sec. Pace your mana; the outer temple has more pulls.

  • Rogue · your class

    Sap a nearby pack member before the pull; in Forever, Sap no longer breaks Stealth. Open with Cheap Shot once the tank holds Zekkis.

  • Shaman · your class

    Cure Disease or Disease Cleansing Totem clears Contagion of Rot from the group. Keep Mana Spring Totem down for the healer.

  • Warlock · your class

    Curse of Weakness trims his melee on the tank. Drain Life heals you while you add damage from range.

  • Warrior · your class

    Hold him with Sunder Armor and Demoralizing Shout. Ask for a decurse when Curse of Blood lands; it makes his hits on you stronger.

Spawn of Hakkar

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.

Atal'alarion

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.

Loro

Level 51 elite · Ledge off the first landing of the front-left stairs, over the pit

Shield-bearing troll defender who stuns his target and blocks often; one of six who must die to drop Jammal'an's barrier.

Watch for
  • Shield SlamTank

    Hits his target with his shield and stuns them for 2 sec.

  • Improved BlockingTank

    Raises his chance to block for a short time.

  • Shield SpikeHeal through

    Passive spiked shield that damages his attackers when it triggers.

Group plan
Tank

Hold him on the ledge. Shield Slam stuns you briefly, so build threat steadily before the damage dealers open up.

Healer

Keep the tank healed through the short stuns. Melee take small hits from his spiked shield, so watch them too.

Damage

Wait for threat, then burn him. Attack from behind where you can, and let spells carry the damage while Improved Blocking is up.

Each class
  • Druid · your class

    Tank in Dire Bear Form; Maul and Swipe keep threat between his Shield Slam stuns. Healers keep Rejuvenation on the tank through each stun.

  • Hunter · your class

    Watch your pet's health; his spiked shield hurts melee attackers. Mend Pet as needed and keep Serpent Sting up.

  • Mage · your class

    Frostbolt and Fireball can't be blocked, so they keep full damage during Improved Blocking. Frost Nova holds him if he turns to a caster.

  • Paladin · your class

    As tank, Consecration and Seal of Fury build threat even when he blocks; in Forever, Judgement with Seal of Fury taunts him back.

  • Priest · your class

    Power Word: Shield the tank before the pull to soak his opening hits. Renew covers melee who take Shield Spike damage.

  • Rogue · your class

    Attack from behind, where he can't block your hits. Expose Armor in Forever matches about five Sunder Armor stacks.

  • Shaman · your class

    Windfury Totem and Strength of Earth Totem help melee push through. Lightning Bolt and Earth Shock can't be blocked.

  • Warlock · your class

    Spells can't be blocked, so Shadow Bolt and Corruption keep full damage during Improved Blocking. Let your Imp's Firebolt join in.

  • Warrior · your class

    Build threat early with Sunder Armor and Revenge; his Shield Slam stuns you for 2 sec. Thunder Clap works from Defensive Stance in Forever.

Gasher

Level 51 elite · Balcony off the Hall of the Cursed, reached by inner stairs

Dual-wielding troll defender who swings fast and adds a heavy Strike; tank and burn him, one of six who open Jammal'an's barrier.

Watch for
  • StrikeHeal through

    Adds extra damage to his next melee hit.

Group plan
Tank

Hold him on his balcony. He dual-wields and attacks fast, so use a defensive cooldown if the healer falls behind.

Healer

Expect steady physical damage on the tank with Strike spikes on top. Keep heals over time rolling and watch mana for the next defender.

Damage

Burn him once threat is set. Stuns work on him, so stop him if he turns on a caster.

Each class
  • Druid · your class

    Demoralizing Roar in Dire Bear Form cuts his fast melee. Healers keep Rejuvenation and Regrowth on the tank between Strike hits.

  • Hunter · your class

    Scorpid Sting lowers his hit chance by 2% in Forever, trimming his many swings on the tank. Keep your pet on his back.

  • Mage · your class

    Frost Nova and Cone of Cold slow him if he chases a caster. Otherwise burn him with Frostbolt or Fireball once threat is set.

  • Paladin · your class

    Blessing of Protection saves a cloth player he catches. As tank, Seal of Fury adds absorbs with a shield equipped in Forever.

  • Priest · your class

    Power Word: Shield and Renew on the tank absorb his fast hits. Keep your mana up for the defenders still to come.

  • Rogue · your class

    Kidney Shot stops a run of his fast swings on the tank. Attack from behind, and Evasion if he turns to you.

  • Shaman · your class

    Stoneskin Totem cuts each of his many hits on the tank. Windfury Totem speeds your melee to burn him faster.

  • Warlock · your class

    Curse of Weakness lowers each of his fast hits on the tank. Amplify Curse makes it stronger.

  • Warrior · your class

    Disarm takes his weapons away for 10 sec, a big cut to his damage. Keep Demoralizing Shout up and Shield Block for spikes.

Mijan

Level 52 elite · Balcony off the Hall of the Cursed, reached by outer stairs

Troll healer defender who drops Healing Wards and heals himself; kill the wards and stop his heals so he goes down.

Watch for
  • Healing WardKill adds

    Summons a ward that heals his side for 30 sec.

  • Healing WaveInterrupt

    3 sec heal he casts once he drops below 50% health.

  • RenewInterrupt

    2 sec cast that heals an ally over 20 sec. Magic, so it can be purged.

  • Thorns AuraHeal through

    Aura that deals Nature damage to anyone who strikes him or a nearby ally.

Group plan
Tank

Hold him in place. Thorns Aura returns Nature damage on each of your hits, so expect steady damage.

Healer

Melee take Nature damage from Thorns Aura on every hit; keep them topped up. Help the group kill each Healing Ward.

Damage

Kill each Healing Ward as soon as it drops, then return to Mijan. Interrupt Healing Wave below half health so the fight doesn't drag.

Each class
  • Druid · your class

    Moonfire or Wrath kills a Healing Ward from range. Bash in Bear Form stops his Healing Wave below half health.

  • Hunter · your class

    Shoot each Healing Ward as it drops. Viper Sting drains his mana so he heals less.

  • Mage · your class

    Counterspell his Healing Wave below half health. Fire Blast and Arcane Missiles kill a Healing Ward quickly.

  • Paladin · your class

    Hammer of Justice stuns him to stop a Healing Wave. Melee paladins take Thorns Aura damage; Seal of Light heals you as you swing.

  • Priest · your class

    Mana Burn drains the mana he heals with and hurts him. Renew on melee covers Thorns Aura damage.

  • Rogue · your class

    Kick his Healing Wave below half health. Swap to each Healing Ward and kill it, then go back to Mijan.

  • Shaman · your class

    Earth Shock interrupts Healing Wave, and Purge removes his Renew. Searing Totem helps kill a Healing Ward.

  • Warlock · your class

    Curse of Tongues slows his heals; Forever lets a utility Curse sit beside your Bane. Your Imp's Firebolt helps kill a Healing Ward.

  • Warrior · your class

    Shield Bash or Pummel his Healing Wave below half health. Thorns Aura hurts you on each swing, so ask for heals over time.

Zolo

Level 51 elite · Balcony off the Hall of the Cursed, reached by outer stairs

Troll shaman defender who casts Chain Lightning and drops a totem that raises skeletons; interrupt him and kill the totem.

Watch for
  • Chain LightningInterrupt

    3 sec cast that arcs between up to 3 players for Nature damage.

  • Atal'ai Skeleton TotemKill adds

    Totem that lasts 1 min and keeps summoning skeletons that last 30 sec each.

Group plan
Tank

Pick up the skeletons as they rise so they don't reach the healer. Keep Zolo facing you.

Healer

Spread from the other ranged players so Chain Lightning hits fewer of you. Watch for skeletons heading your way.

Damage

Interrupt Chain Lightning and kill the Atal'ai Skeleton Totem so the skeletons stop. Spread out to limit Chain Lightning jumps.

Each class
  • Druid · your class

    Bash interrupts Chain Lightning in Bear Form. Moonfire and Wrath kill the skeleton totem from range.

  • Hunter · your class

    Shoot the Atal'ai Skeleton Totem as it drops. Aspect of the Wild raises your group's Nature resistance against Chain Lightning.

  • Mage · your class

    Counterspell Chain Lightning. Frost Nova holds the skeletons in place while you kill the totem.

  • Paladin · your class

    Holy Wrath (50) and Exorcism hit the undead skeletons and Zolo himself. Hammer of Justice stops a Chain Lightning cast.

  • Priest · your class

    Shackle Undead holds a skeleton away from the healers. Stand apart from other casters so Chain Lightning jumps less.

  • Rogue · your class

    Kick Chain Lightning, then Kidney Shot to stop the next one. Swap to the totem when it drops.

  • Shaman · your class

    Earth Shock interrupts Chain Lightning, and Nature Resistance Totem cuts its damage. Searing Totem helps take down his totem.

  • Warlock · your class

    Curse of Tongues slows Chain Lightning, giving more time to interrupt it. Your Voidwalker can hold the skeletons.

  • Warrior · your class

    Pummel or Shield Bash Chain Lightning. Thunder Clap from Defensive Stance holds the skeletons in Forever.

Zul'Lor

Level 52 elite · Balcony off the Hall of the Cursed, reached by inner stairs

Troll warrior defender who cleaves and weakens nearby players with Frailty; face him away from the group and keep casters at range.

Watch for
  • CleaveNot in front

    Hits his target and the nearest allies with a strong melee swing.

  • FrailtyStay back

    Lowers all stats of players within 10 yards by 10 for 1 min. Magic.

Group plan
Tank

Face him away from the group so Cleave only hits you. Frailty lowers your stats too, so expect his hits to land harder.

Healer

Stay more than 10 yards from him so Frailty misses you. Cleave and his melee hit the tank hard, so keep heals flowing.

Damage

Melee stand behind him, out of Cleave's reach. Ranged stay out of Frailty's 10-yard range.

Each class
  • Druid · your class

    Tank in Dire Bear Form facing him away from the group; Demoralizing Roar cuts his Cleave. Casting druids stay past 10 yards.

  • Hunter · your class

    Stay past 10 yards so Frailty misses you, and keep your pet behind him, not beside the tank.

  • Mage · your class

    Cast from more than 10 yards away so Frailty misses you. Frost Nova holds him if he turns to a caster.

  • Paladin · your class

    As tank, face him away so Cleave only hits you. Blessing of Kings, a baseline blessing in Forever, offsets part of Frailty's stat loss.

  • Priest · your class

    Heal from beyond 10 yards to avoid Frailty. Dispel Magic removes it from the tank, since it is a Magic effect.

  • Rogue · your class

    Stand directly behind him so Cleave can't reach you. In Forever, Expose Armor matches about five Sunder Armor stacks.

  • Shaman · your class

    Stay past 10 yards to avoid Frailty. Stoneskin Totem near the tank cuts Cleave and melee damage.

  • Warlock · your class

    Curse of Weakness lowers his Cleave and melee damage on the tank. Stay past 10 yards so Frailty misses you.

  • Warrior · your class

    Face him away from the group so Cleave only hits you. Demoralizing Shout and Shield Block help through his heavy hits.

Hukku

Level 52 elite · Balcony off the Hall of the Cursed, reached by outer stairs

Troll warlock defender who summons a Voidwalker, Succubus and Imp, then casts shadow spells; control the demons and interrupt him.

Watch for
  • Hukku's GuardiansKill adds

    Summons his Voidwalker, Succubus and Imp to fight for him.

  • Shadow BoltInterrupt

    3 sec cast that hits one player with Shadow damage.

  • Shadow Bolt VolleyInterrupt

    3 sec cast that hits nearby players with Shadow damage.

  • Curse of BloodRemove curse

    Curse that raises the Physical damage a player takes.

Group plan
Tank

Pick up his Voidwalker, Succubus and Imp on the pull so they don't reach the healer. Bring Hukku and his pets together if you can hold them all.

Healer

Expect Shadow damage on everyone from Shadow Bolt Volley. Decurse Curse of Blood from the tank if your class can.

Damage

Interrupt Shadow Bolt and Shadow Bolt Volley. Control or kill the demons first, then focus Hukku.

Each class
  • Druid · your class

    Remove Curse clears Curse of Blood. In Bear Form, Swipe holds the Imp and Voidwalker while the group works on Hukku.

  • Hunter · your class

    Send your pet onto the Imp and finish it first. Distracting Shot pulls a demon off the healer.

  • Mage · your class

    Counterspell Shadow Bolt Volley. Remove Lesser Curse clears Curse of Blood from the tank.

  • Paladin · your class

    Holy Wrath (50) and Exorcism hit Hukku and his demons hard. Shadow Resistance Aura cuts Shadow Bolt Volley damage.

  • Priest · your class

    Shadow Protection on each party member trims Shadow Bolt Volley damage. Fade if a demon turns to you after a heal.

  • Rogue · your class

    Kick Shadow Bolt Volley and Shadow Bolt. Blind takes one demon out of the fight for a while.

  • Shaman · your class

    Earth Shock interrupts Shadow Bolt Volley. Magma Totem hits the demons while they stay clumped on the tank.

  • Warlock · your class

    Banish one of Hukku's demons to take it out of the fight. Shadow Ward absorbs part of a Shadow Bolt Volley.

  • Warrior · your class

    Pummel or Shield Bash his Shadow Bolt Volley. Challenging Shout pulls the demons off the healer if they spread.

Ogom the Wretched

Level 53 elite · Lair of the Chosen, beside Jammal'an

Undead bodyguard who fights beside Jammal'an with Shadow Bolt, Shadow Word: Pain and Curse of Weakness; kill him first to simplify the fight.

Watch for
  • Shadow BoltInterrupt

    3 sec cast that hits one player with Shadow damage.

  • Shadow Word: PainDispel magic

    Shadow damage every 3 sec for 18 sec. Magic, so it can be dispelled.

  • Curse of WeaknessRemove curse

    Curse that lowers a player's physical damage for 2 min.

Group plan
Tank

Clear the whole room first. An off-tank or sturdy melee holds Ogom while the main tank keeps Jammal'an.

Healer

Dispel Shadow Word: Pain and watch for Shadow Bolt spikes. Decurse Curse of Weakness from the tank and melee.

Damage

Kill Ogom first; he's lower level with less health than Jammal'an. Interrupt his Shadow Bolts while you burn him.

Each class
  • Druid · your class

    Remove Curse clears Curse of Weakness from melee. Bash in Bear Form interrupts his Shadow Bolt.

  • Hunter · your class

    Put your pet and shots on Ogom first. Distracting Shot pulls him back if he turns on the healer.

  • Mage · your class

    Counterspell his Shadow Bolt and Remove Lesser Curse from the tank. Burn Ogom before switching to Jammal'an.

  • Paladin · your class

    Exorcism and Holy Wrath (50) hit him hard since he's undead. Cleanse removes Shadow Word: Pain.

  • Priest · your class

    Dispel Magic clears Shadow Word: Pain from the group. Shadow Protection cuts his Shadow Bolt damage.

  • Rogue · your class

    Kick his Shadow Bolt and Kidney Shot to stop the next one. Burn Ogom first, then move to Jammal'an.

  • Shaman · your class

    Earth Shock interrupts his Shadow Bolt. Windfury Totem speeds the melee burn on Ogom.

  • Warlock · your class

    Curse of the Elements covers every magic school in Forever, so it boosts all spell damage on him. Drain Life heals you through his Shadow Bolts.

  • Warrior · your class

    Off-tank Ogom if the group asks; Pummel or Shield Bash stops his Shadow Bolt. Ask for a decurse when Curse of Weakness lands.

Jammal'an the Prophet

Level 54 elite · Lair of the Chosen, behind the six defenders' barrier

Troll prophet who hexes a player into a berserker that attacks the group, with Flamestrike and a root totem; spread out and control the hexed player.

Watch for
  • Hex of Jammal'anCrowd control

    Marks a player; when it ends they turn into a troll berserker and attack the group for a short time.

  • FlamestrikeMove

    3 sec cast that burns an area, then keeps burning it for 8 sec.

  • Earthgrab TotemKill adds

    Totem that lasts 30 sec and keeps rooting nearby players.

  • Healing WaveBurst

    3 sec heal he casts on himself or Ogom.

Group plan
Tank

Keep Jammal'an on you all fight while an off-tank holds Ogom. If you're hexed, the group controls you until it ends, so a second tank should be ready.

Healer

Spread out so Flamestrike catches one player at a time, and step out of the fire. Stay away from a hexed player until the transform ends.

Damage

Spread out and kill Ogom first, then Jammal'an. Control a hexed player instead of attacking them, and kill Earthgrab Totem if it roots the group.

Each class
  • Druid · your class

    Entangling Roots holds a hexed player in place; Forever lets you cast it indoors. Remove Curse helps against Ogom's Curse of Weakness.

  • Hunter · your class

    Freezing Trap at your feet catches a hexed player who charges you; Forever traps work in combat. Viper Sting drains the mana he heals with.

  • Mage · your class

    Polymorph a hexed party member until the transform ends. Move out of Flamestrike, and Blink away if a hexed player chases you.

  • Paladin · your class

    Blessing of Freedom frees a player from Earthgrab Totem's roots. Hammer of Justice stuns a hexed player who chases a healer.

  • Priest · your class

    Mana Burn drains the mana he uses for Healing Wave. Power Word: Shield anyone a hexed player chases.

  • Rogue · your class

    Kidney Shot or Gouge a hexed player instead of damaging them. Sprint away if one comes for you.

  • Shaman · your class

    Fire Resistance Totem cuts Flamestrike damage. Earthbind Totem slows a hexed player chasing the healer.

  • Warlock · your class

    Drain Mana on Jammal'an limits his Healing Wave. Curse of Tongues slows his casts, and Forever lets it sit beside your Bane of Agony.

  • Warrior · your class

    Keep Jammal'an on you with Sunder Armor and Revenge. Hamstring a hexed party member who chases a healer instead of hitting them hard.

Dreamscythe

Level 53 elite · Pit of Sacrifice; appears after Jammal'an dies

Green drake who breathes acid and knocks players back with Wing Flap; turn it away from the group and kill it before Weaver.

Watch for
  • Acid BreathNot in front

    Breathes Nature damage in a cone in front, then more damage every 5 sec for 45 sec.

  • Wing FlapNot in front

    Strikes players in a cone in front and knocks them back.

Group plan
Tank

Pull it away from the center hole and other dragonkin, with your back to a wall for Wing Flap. Turn it away from the group and kill it before Weaver.

Healer

Stand at its side, never in front. Acid Breath leaves a long damage over time, so keep heals over time on the tank.

Damage

Attack from the side or behind. Focus Dreamscythe while an off-tank holds Weaver turned away from the group.

Each class
  • Druid · your class

    Tank in Dire Bear Form with your back to a wall so Wing Flap can't push you toward the center hole. Faerie Fire in Bear Form adds threat in Forever.

  • Hunter · your class

    With Improved Tracking, Track Dragonkin (50) adds damage against the drakes in Forever. Keep your pet at its side, out of the breath.

  • Mage · your class

    Stand at its side, out of Acid Breath. Slow Fall stops fall damage if Wing Flap throws you down the center hole.

  • Paladin · your class

    As off-tank, Seal of Fury makes Judgement taunt in Forever, so you can grab Weaver and turn it away from the group.

  • Priest · your class

    Renew on the tank covers the Acid Breath ticks. Levitate on a player near the center hole stops fall damage if Wing Flap knocks them in.

  • Rogue · your class

    Attack from behind, out of the breath and Wing Flap cone. Evasion helps if it turns to you.

  • Shaman · your class

    Nature Resistance Totem cuts Acid Breath damage. Stay at its side with the healer.

  • Warlock · your class

    Your Voidwalker can hold Weaver turned away while the group kills Dreamscythe. Stay out of the front cone.

  • Warrior · your class

    Spearing Strike deals extra damage to dragonkin in Forever. As tank, put your back to a wall so Wing Flap can't move you.

Weaver

Level 51 elite · Pit of Sacrifice; appears with Dreamscythe after Jammal'an dies

Second green drake with the same Acid Breath and Wing Flap; off-tank it facing away until Dreamscythe dies, then kill it.

Watch for
  • Acid BreathNot in front

    Breathes Nature damage in a cone in front, then more damage every 5 sec for 45 sec.

  • Wing FlapNot in front

    Strikes players in a cone in front and knocks them back.

Group plan
Tank

Off-tank Weaver facing a side wall, away from the main tank and the group, until Dreamscythe dies. Then the group swaps to it.

Healer

Keep ranged healing positions at the drakes' sides; you're healing two tanks while both are up.

Damage

Stay on Dreamscythe until it dies, then swap to Weaver. Never stand in front of either drake.

Each class
  • Druid · your class

    Off-tank Weaver in Bear Form with Growl, facing a side wall. Innervate the healer; two drakes drain mana fast.

  • Hunter · your class

    Your pet can off-tank Weaver facing away while the group kills Dreamscythe. Mend Pet keeps it alive through Acid Breath.

  • Mage · your class

    Hold damage on Weaver until Dreamscythe dies so the off-tank keeps it. Use a Mana Citrine or Mana Jade between the drakes.

  • Paladin · your class

    Blessing of Sacrifice moves part of a tank's damage onto you while both drakes are up. Keep Flash of Light on the off-tank.

  • Priest · your class

    Prayer of Healing covers players caught by Acid Breath. Power Word: Shield the off-tank holding Weaver.

  • Rogue · your class

    Stay on Dreamscythe until it dies; don't pull Weaver off the off-tank. Feint keeps your threat down; Forever doubled its cut.

  • Shaman · your class

    Chain Heal covers both tanks while two drakes are up. Mana Spring Totem helps you last the long heal.

  • Warlock · your class

    Hold damage on Weaver until Dreamscythe dies. Then Curse of the Elements, which covers every school in Forever, boosts the group's spells on it.

  • Warrior · your class

    Off-tank Weaver facing a side wall, away from the group. Shield Block and Demoralizing Shout help while the healer splits heals.

Morphaz

Level 52 elite · Southern passage toward the Chamber of the Dreamer, with Hazzas

Green drake paired with Hazzas; split the pair, turn both away from the group, and loot Blood of Morphaz for the priest quest.

Watch for
  • Acid BreathNot in front

    Breathes Nature damage in a cone in front, then more damage every 5 sec for 45 sec.

  • Wing FlapNot in front

    Strikes players in a cone in front and knocks them back.

Group plan
Tank

Split the two drakes between two tanks and turn each away from the group. Keep your back to a wall for Wing Flap.

Healer

Heal both tanks while the drakes are split. Stand at their sides, out of every Acid Breath cone.

Damage

Kill one drake at a time and stay out of both front cones. A priest in the group loots Blood of Morphaz from him.

Each class
  • Druid · your class

    Off-tank one drake in Bear Form, back to a wall. Rebirth a fallen tank if the pair overwhelms the group.

  • Hunter · your class

    Your pet can hold the second drake turned away. Feign Death if a drake turns to you.

  • Mage · your class

    Stay at the drakes' sides and burn one at a time. Use Evocation after this pair; the Shade of Eranikus comes next.

  • Paladin · your class

    As off-tank, Righteous Fury and Seal of Fury hold one drake; in Forever, Judgement with Seal of Fury taunts it back.

  • Priest · your class

    Loot Blood of Morphaz from him for your class quest. Renew both tanks against the Acid Breath ticks.

  • Rogue · your class

    Attack one drake at a time from behind. Vanish if a drake turns to you after a big hit.

  • Shaman · your class

    Totemic Projection, new in Forever, moves your Nature Resistance Totem so it covers both split tanks.

  • Warlock · your class

    Soulstone the healer before this pull. Your Voidwalker can hold the second drake turned away.

  • Warrior · your class

    Spearing Strike's extra damage against dragonkin speeds the kill in Forever. Keep your back to a wall for Wing Flap.

Hazzas

Level 53 elite · Southern passage toward the Chamber of the Dreamer, with Morphaz

Green drake paired with Morphaz; hold it turned away on a second tank until Morphaz dies, then finish it.

Watch for
  • Acid BreathNot in front

    Breathes Nature damage in a cone in front, then more damage every 5 sec for 45 sec.

  • Wing FlapNot in front

    Strikes players in a cone in front and knocks them back.

Group plan
Tank

Hold Hazzas facing a wall away from the group while Morphaz dies, with your back to a wall for Wing Flap.

Healer

Heal both tanks while the pair is split. Stand at the drakes' sides, out of the breath.

Damage

Finish Morphaz first, then swap to Hazzas. Stay out of the front cone and don't pull it off the off-tank early.

Each class
  • Druid · your class

    Hold Hazzas in Bear Form with Growl while the group kills Morphaz. Healing druids keep Regrowth on both tanks.

  • Hunter · your class

    Hold damage on Hazzas until Morphaz dies so the off-tank keeps it. Then Rapid Fire to finish it fast.

  • Mage · your class

    Hold fire on Hazzas until Morphaz dies, then burn it from its side. Mana Shield and Blink cover you if a drake turns your way.

  • Paladin · your class

    Lay on Hands saves a tank caught by both drakes' breath. Holy Light heals through the long acid ticks.

  • Priest · your class

    Greater Heal the tank holding Hazzas between Acid Breaths. Fade if a drake turns to you.

  • Rogue · your class

    Wait for Morphaz to die before you swap. Sprint clear if Wing Flap throws you near other dragonkin.

  • Shaman · your class

    Healing Stream Totem and Chain Heal keep both tanks up. Reincarnation gets you back if the pull goes wrong.

  • Warlock · your class

    Put Bane of Agony on Hazzas only after Morphaz dies, so the off-tank keeps threat. Life Tap between drakes for mana.

  • Warrior · your class

    Off-tank Hazzas with your back to a wall; Taunt and Mocking Blow pull it back if it turns. Shield Wall covers a bad breath.

Shade of Eranikus

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.

Avatar of Hakkar

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.

  1. 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.

  2. 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.