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Uldaman

Levels 30+ (Forever beta access); 42-52 (Era baseline)11 bosses

Badlands [42.6, 12.2], northern excavation cave; Era world coordinates.

Checked for ForeverClassic Era habit: check in game

Digmaster Shovelphlange

Level 38 rare elite · Patrols the excavation caves outside the instance portal

Rare

Rare elite outside the portal who hits cloth wearers hard; let the tank hold him before any damage starts.

Watch for
  • Defensive StanceTank

    Shifts into a defensive stance during the fight.

  • Sunder ArmorTank

    Lowers the tank's armor; stacks up to 5 times and lasts 30 sec.

Group plan
Tank

Pick him up before anyone attacks and hold him away from other mobs. Sunder Armor stacks on you, so his hits grow as the fight goes on.

Healer

Heal from range and watch the tank as Sunder Armor stacks. Keep clear of nearby packs; a stray pull here is the real danger.

Damage

Wait for the tank's threat; he hits cloth hard. Fight him where he stands and don't chase him into other packs.

Each class
  • Druid · your class

    Tank in Bear Form with Demoralizing Roar up. He hits cloth hard, so Growl him back the moment he turns to a caster.

  • Hunter · your class

    Send your pet in after the tank, not before. If he turns on a cloth player, Distracting Shot pulls him to you; Feign Death (30) drops you off him.

  • Mage · your class

    Hold your casts until the tank has him. If he reaches you, Frost Nova and Blink away, and don't run him into other mobs.

  • Paladin · your class

    Blessing of Protection saves a cloth player he catches. As tank, Seal of Fury makes Judgement taunt, so you can take him back fast.

  • Priest · your class

    Power Word: Shield the tank as he engages. If he turns on you, Fade; skip Psychic Scream, which can run him into more mobs.

  • Rogue · your class

    Open from behind once the tank holds him. Feint keeps you under the tank, and Forever doubled its threat cut.

  • Shaman · your class

    Drop Stoneskin Totem by the tank to blunt his melee, and Earthbind Totem if he chases a caster.

  • Warlock · your class

    Let the tank or your Voidwalker hold him; Torment pulls him back to the Voidwalker. Curse of Weakness trims his melee.

  • Warrior · your class

    Grab him before anyone attacks. Sunder Armor stacks on you, so use Shield Block and keep Demoralizing Shout up.

Revelosh

Level 40 elite · Hall of the Keepers

Optional

Trogg caster with two Stonevault Rockchewers; interrupt his lightning, control an add, and loot the Shaft of Tsol.

Watch for
  • Chain LightningInterrupt

    3 sec cast that arcs Nature damage from player to player.

  • Lightning BoltInterrupt

    3 sec cast that hits one player for Nature damage.

  • EnrageCrowd control

    Stonevault Rockchewer adds can enrage and hit harder.

Group plan
Tank

Pull Revelosh and any free Rockchewer together. His bolts go to the top threat target, so hold threat firmly and turn the pack away from the healer.

Healer

Stand at max range and apart from others so Chain Lightning arcs less. Expect Nature damage on the tank and anyone near them.

Damage

Control one Rockchewer, then burn Revelosh. Put interrupts on Chain Lightning first. Loot the Shaft of Tsol; it joins the Gni'kiv Medallion to make the staff.

Each class
  • Druid · your class

    In Bear Form, Bash a Chain Lightning cast. Forever lets Entangling Roots work indoors, so root a Rockchewer away from the healer.

  • Hunter · your class

    Lay Freezing Trap before the pull and lead a Rockchewer into it; Forever traps also work in combat. Viper Sting (36) drains his mana.

  • Mage · your class

    Polymorph one Rockchewer before the pull. Save Counterspell for Chain Lightning, the cast that hurts the group most.

  • Paladin · your class

    Hammer of Justice stops a Chain Lightning cast. Run Concentration Aura so his lightning pushes back your heals less.

  • Priest · your class

    Keep Renew on the tank and Power Word: Shield whoever the lightning arcs to. With the Silence talent (30), stop a Chain Lightning.

  • Rogue · your class

    Sap a Rockchewer before the pull; in Forever, Sap no longer breaks Stealth, so you can still open. Kick each Chain Lightning.

  • Shaman · your class

    Earth Shock his Chain Lightning. Grounding Totem (30) near the healer soaks one of his spells every 10 sec.

  • Warlock · your class

    Curse of Tongues slows his casts by 50%. A Felhunter's Spell Lock (36) counters a Chain Lightning; keep it for that cast.

  • Warrior · your class

    Shield Bash or Pummel (38) stops Chain Lightning. Thunder Clap, usable in Defensive Stance in Forever, holds a free Rockchewer.

Baelog

Level 41 elite · Dig Two, with Eric and Olaf; Baelog's Chest sits behind them

Optional

Archer of the Lost Dwarves, hostile only to Horde; keep him controlled until Eric and Olaf die, then kill him and open his chest.

Watch for
  • ShootCrowd control

    Fires at a player from 5 to 30 yards for physical damage.

  • StrikeTank

    His next melee swing hits harder.

Group plan
Tank

Leave Baelog to crowd control and tank Olaf and Eric. If his control breaks, taunt him to you so he stops shooting the healer.

Healer

Heal the tank through Eric and Olaf while Baelog waits. If his control breaks, his shots reach you at range, so call it fast.

Damage

Polymorph, trap or sap Baelog before the pull. Kill Eric, then Olaf, then Baelog. Loot Baelog's Chest for the Gni'kiv Medallion.

Each class
  • Druid · your class

    Entangling Roots won't stop his Shoot, so leave him to Polymorph or traps. Tank him last in Bear Form with Faerie Fire on him.

  • Hunter · your class

    Freezing Trap Baelog for the whole fight. If it breaks, Forever lets you lay a new trap at your feet in combat; lead him over it.

  • Mage · your class

    Polymorph Baelog at the pull and keep it up until Eric and Olaf die. Watch the timer and recast early.

  • Paladin · your class

    If his crowd control breaks early, Hammer of Justice holds him a few seconds so the mage or hunter can recast.

  • Priest · your class

    Keep Renew on the tank through Eric and Olaf. If Baelog's control breaks and he shoots you, Power Word: Shield yourself and Fade.

  • Rogue · your class

    Sap Baelog before the pull so the group can start on Eric. Blind (34) controls him again if he joins early.

  • Shaman · your class

    Drop Windfury Totem (32) for your melee so Eric and Olaf die before Baelog's crowd control runs out.

  • Warlock · your class

    Your Succubus's Seduction (26) holds Baelog, a humanoid, for up to 15 sec. Recast before it ends and keep damage off him.

  • Warrior · your class

    Leave Baelog controlled and tank the other two. If he breaks free and shoots the healer, Taunt or Mocking Blow him to you.

Eric 'The Swift'

Level 40 elite · Dig Two, with Baelog and Olaf

Optional

Fast Lost Dwarf who charges into the group; burst him down first while the tank holds Olaf.

Watch for
  • Rushing ChargeBurst

    A burst of speed carries him to a player; his first hit after it deals extra damage.

Group plan
Tank

Get early threat on Eric, then hold Olaf. Rushing Charge carries Eric onto other players, so taunt him back each time he leaves you.

Healer

Stay at max range and keep heals over time on cloth players; his first hit after Rushing Charge deals extra damage.

Damage

Focus Eric first, since the tank can't keep him through his charges. Slow or stun him when he runs to a caster.

Each class
  • Druid · your class

    As tank, Growl Eric back each time Rushing Charge carries him to a caster. As healer, keep Rejuvenation on cloth players.

  • Hunter · your class

    Burn Eric first. If he charges you, Concussive Shot slows him and Disengage cuts your threat; Forever doubled its threat drop.

  • Mage · your class

    Frost Nova roots Eric when he charges into the group. Step back and keep casting on him.

  • Paladin · your class

    Hammer of Justice stuns Eric when he charges a caster, giving the tank time to take him back. Blessing of Protection saves a cloth player.

  • Priest · your class

    Power Word: Shield the player Eric charges; his first hit after Rushing Charge deals extra damage. Fade if he picks you.

  • Rogue · your class

    Focus Eric first. Kidney Shot (30) him when he reaches a caster so the tank can pull him back.

  • Shaman · your class

    Set Earthbind Totem near the casters to slow Eric after each charge, and Frost Shock him if he runs at the healer.

  • Warlock · your class

    Keep your Voidwalker near the casters; Torment pulls Eric off a cloth player after Rushing Charge. Burn him with Shadow Bolt.

  • Warrior · your class

    Taunt Eric back after each Rushing Charge while you hold Olaf. Intercept (30) closes the gap if he runs far.

Olaf

Level 40 elite · Dig Two, with Baelog and Eric

Optional

Shield-bearing Lost Dwarf with a 2 sec stun; the tank holds him while Eric dies, then the group kills him.

Watch for
  • Shield SlamTank

    Hits for light damage and stuns the target for 2 sec.

Group plan
Tank

Hold Olaf while the group kills Eric. Shield Slam stuns you 2 sec, so build threat early.

Healer

Heal the tank ahead of each Shield Slam, since the tank can't act for 2 sec. His damage is steady rather than heavy.

Damage

Kill Eric first, then Olaf. Armor reduction such as Sunder Armor or Expose Armor speeds up physical damage on him.

Each class
  • Druid · your class

    In Bear or Cat Form, Faerie Fire is free on a 6 sec cooldown in Forever. Keep it on Olaf to cut his armor.

  • Hunter · your class

    Put Scorpid Sting on Olaf; in Forever it lowers his hit chance by 2%, which helps the tank. Aimed Shot him once Eric dies.

  • Mage · your class

    Spells ignore Olaf's armor, so your damage counts here. Frostbolt him once Eric is dead.

  • Paladin · your class

    Heal the tank ahead of Shield Slam's 2 sec stun. As tank, Consecration, trained at 20 in Forever, holds Olaf and a loose Eric.

  • Priest · your class

    Keep Renew on the tank so healing continues through Olaf's 2 sec Shield Slam stun.

  • Rogue · your class

    Expose Armor on Olaf; in Forever it matches about five Sunder Armor stacks, so the group's physical hits land harder.

  • Shaman · your class

    Drop Stoneskin Totem at the tank to soften Olaf's melee, and keep Lesser Healing Wave ready after a Shield Slam stun.

  • Warlock · your class

    Put Curse of Weakness on Olaf to trim his melee on the tank. Your Shadow Bolts ignore his armor.

  • Warrior · your class

    Hold Olaf while Eric dies. Shield Slam stuns you 2 sec, so stack Sunder Armor early and use Shield Block after the stun.

Ironaya

Level 40 elite · Map Chamber; use the Staff of Prehistoria on the keystone

Optional

Stone giant summoned with the Staff of Prehistoria; a tank-and-spank with a frontal cleave, knockbacks and DoT immunity.

Watch for
  • Arcing SmashNot in front

    Hits everyone in a cone in front of her.

  • Knock AwayTank

    Hits her target and knocks them back.

  • War StompStay back

    Damages, knocks back and stuns nearby players.

Group plan
Tank

Face her away from the group so Arcing Smash only hits you. After Knock Away, get back into melee range at once.

Healer

Heal from range, outside War Stomp. Top off the tank after each Knock Away.

Damage

Stand behind her, and spread out if ranged. She is immune to DoTs and has high armor, so use direct damage.

Each class
  • Druid · your class

    In Bear Form, keep her facing away from the group. As Balance, use Wrath and Starfire from behind her; she is immune to DoTs.

  • Hunter · your class

    Stand behind her at range. She ignores DoTs, so skip Serpent Sting and use Auto Shot and Aimed Shot.

  • Mage · your class

    Cast from max range behind her to stay out of War Stomp. Frostbolt is all direct damage, which suits a DoT-immune boss.

  • Paladin · your class

    As tank, Seal of Fury makes Judgement taunt if she turns on someone. As healer, Flash of Light the tank after each Knock Away.

  • Priest · your class

    Skip Shadow Word: Pain and Devouring Plague, since she is immune to DoTs. Heal from range, outside War Stomp.

  • Rogue · your class

    Stay behind her; Arcing Smash only hits the front. Skip Rupture and Garrote, since she ignores DoTs, and use Eviscerate.

  • Shaman · your class

    Stay outside War Stomp so you keep casting. Use Lightning Bolt and Earth Shock, since she ignores DoTs.

  • Warlock · your class

    She is immune to DoTs, so skip Corruption and Bane of Agony. Cast Shadow Bolt from max range behind her.

  • Warrior · your class

    Face her away from the group so Arcing Smash only hits you. After Knock Away, step back in fast and keep Sunder Armor up.

Obsidian Sentinel

Level 42 elite · Echomok Cavern, by the back entrance

Optional

Optional golem that can reflect spells and splits off Obsidian Shards at 66% and 33%; physical damage carries the fight.

Watch for
  • Spell ReflectionStay back

    Passive chance to reflect spells cast at it back at the caster.

  • Summon Obsidian ShardKill adds

    At 66% and 33% health he splinters off two non-elite Obsidian Shards.

  • Splintered ObsidianKill adds

    Each splinter lowers the physical damage he deals.

Group plan
Tank

Face him away so melee can hit from behind. Pick up each pair of shards as they spawn at 66% and 33%.

Healer

Heal the tank. His hits are hardest early and weaken each time he splinters.

Damage

Use physical damage or wands; his reflect can return targeted spells. Kill each shard pair, then return to him. He is also immune to DoTs.

Each class
  • Druid · your class

    Fight it in Bear or Cat Form, since targeted spells bounce back. In Bear Form, Swipe hits up to three shards at once.

  • Hunter · your class

    Your shots are physical, so Spell Reflection doesn't touch them. Multi-Shot the shard pairs and Aimed Shot the Sentinel.

  • Mage · your class

    Wand the Sentinel; targeted spells can reflect. Blizzard or Arcane Explosion kills shards. The mage quest Power in Uldaman needs his Obsidian Power Source.

  • Paladin · your class

    Melee it with a Seal up and heal whoever holds the shards. Consecration, trained at 20 in Forever, hits the shards around you.

  • Priest · your class

    Heal and use your wand; Smite and Mind Blast can reflect back at you. Keep Power Word: Shield on whoever picks up shards.

  • Rogue · your class

    Your attacks are physical, so you are the main damage here. Swap to each shard pair at 66% and 33%, then back.

  • Shaman · your class

    Lightning Bolt and shocks can reflect. Melee with Windfury Weapon (30) and use Magma Totem for the shards.

  • Warlock · your class

    Shadow Bolt can reflect into you. Wand the Sentinel, Rain of Fire or Hellfire the shards, and let your Voidwalker melee.

  • Warrior · your class

    Your damage is physical and safe from reflection. Sunder Armor for his high armor; Thunder Clap and Cleave the shards.

Ancient Stone Keeper

Level 44 elite · Temple Hall

Optional

Stone elemental that summons Sand Storms; stay out of them, since their Harsh Winds silences and slows.

Watch for
  • Sand StormsMove

    Summons a Sand Storm add for 30 sec.

  • Harsh WindsMove

    Sand Storm effect: you can't cast spells and move 85% slower while caught in it.

Group plan
Tank

Clear the room's adds first. Hold him still and step out of storms early; Harsh Winds slows you by 85%.

Healer

Stay at max range, away from the tank. Pre-cast heals over time, since you can't cast while a storm holds you.

Damage

Ranged stay at max range; melee step out of storms. He is immune to DoTs, so use direct damage.

Each class
  • Druid · your class

    Rejuvenation and Regrowth keep ticking while Harsh Winds silences you. Cast them before a storm reaches you.

  • Hunter · your class

    Keep max range and move early; Harsh Winds slows you by 85%. Your pet keeps attacking while you reposition.

  • Mage · your class

    Blink away from a storm before it reaches you. Once Harsh Winds silences you, you can't Blink.

  • Paladin · your class

    Heal from max range and step away before a storm arrives. Blessing of Kings and your aura stay up while you are silenced.

  • Priest · your class

    Keep Renew and Power Word: Shield on the tank so healing continues while Harsh Winds silences you, then walk out.

  • Rogue · your class

    Harsh Winds stops spells, not your attacks, so stay on the boss. Step out of a storm to shake the slow.

  • Shaman · your class

    Totems keep working while you are silenced. Set Healing Stream and Mana Spring before storms arrive, then move.

  • Warlock · your class

    Cast Shadow Bolt from max range; the Keeper is immune to DoTs. Life Tap before a storm comes, since you can't cast inside it.

  • Warrior · your class

    Harsh Winds can't stop rage abilities. Hold the Keeper still so ranged players can stay well clear of the storms.

Galgann Firehammer

Level 45 elite · Dig Three, with two Shadowforge Geologists

Optional

Dark Iron fire caster with two Geologist guards; control a guard, dispel Amplify Flames and bring fire resistance.

Watch for
  • Fire NovaStay back

    Burns everyone near him with Fire damage.

  • Flame ShockHeal through

    Instant Fire hit on one player plus a burn over 12 sec.

  • Flame LashResistance

    Burns one player and lowers their Fire resistance for 45 sec.

  • Amplify FlamesDispel magic

    Raises the Fire damage a player takes by 100 for 30 sec.

  • Flame SpikeInterrupt

    Shadowforge Geologist cast: fire burns an area, then more Fire damage every 3 sec for 9 sec.

Group plan
Tank

Pull Galgann away from the group and face him away so Fire Nova misses casters. Fire resistance gear or buffs help you most.

Healer

Expect a mana-heavy fight. Dispel Amplify Flames at once and keep the tank and any Geologist holder topped off.

Damage

Control one Geologist, kill the other, then the controlled one, then Galgann. Interrupt Flame Spike. Ranged stay out of melee range.

Each class
  • Druid · your class

    Innervate (40) whoever heals; his Fire damage drains mana. In Bear Form, Bash a Geologist's Flame Spike cast.

  • Hunter · your class

    Freezing Trap one Geologist while the group kills the other. Forever traps work in combat, so trap it again at your feet if it breaks.

  • Mage · your class

    Polymorph one Geologist and Counterspell the other's Flame Spike. Fire Ward absorbs Galgann's Fire damage on you.

  • Paladin · your class

    Run Fire Resistance Aura (36). Cleanse (42) removes Amplify Flames; Purify won't.

  • Priest · your class

    Dispel Magic Amplify Flames the moment it lands; Flame Shock and Flame Lash are Magic too. Keep Renew on whoever holds a Geologist.

  • Rogue · your class

    Sap one Geologist before the pull, then Kick the other's Flame Spike casts.

  • Shaman · your class

    Drop Fire Resistance Totem (28). Earth Shock a Geologist's Flame Spike; Grounding Totem can catch Amplify Flames.

  • Warlock · your class

    Your Felhunter can Devour Magic Amplify Flames off a friend and Spell Lock a Flame Spike. Curse of Tongues slows Galgann.

  • Warrior · your class

    Drag Galgann away and face him off the group so Fire Nova misses casters. Pummel Flame Spike; Shield Wall if Amplify Flames lands.

Grimlok

Level 45 elite · The Stone Vault

Optional

Trogg chieftain with a Geomancer, a Brawler and a Jadespine Basilisk; control adds, interrupt his bolts and kill him fast.

Watch for
  • Chain BoltInterrupt

    2.5 sec cast that arcs Nature damage across up to 3 players.

  • Lightning BoltInterrupt

    3 sec cast that hits one player for Nature damage.

  • BloodlustPurge

    Raises an ally's attack speed by 30% for 30 sec.

  • ShrinkRemove curse

    Curse that lowers nearby players' Strength and Stamina for 2 min.

  • Crystalline SlumberDispel magic

    Jadespine Basilisk add stuns a player in melee range; it is a Magic effect.

Group plan
Tank

Hold Grimlok and any free add against a wall. Keep the Brawler off the healer if nobody controls it.

Healer

Stay out of the basilisk's melee reach. Dispel Magic frees a player from Crystalline Slumber; a druid or mage removes the Shrink curse.

Damage

Use Polymorph, Sap or traps on adds and burn Grimlok, then the Geomancer. Short on control? Kill the basilisk first. Spread for Chain Bolt.

Each class
  • Druid · your class

    Remove Curse takes Shrink off. Hibernate holds the Jadespine Basilisk, a beast, while the group burns Grimlok.

  • Hunter · your class

    Freezing Trap the Brawler; Forever traps also work in combat. Scare Beast can hold the basilisk if the group is short on control.

  • Mage · your class

    Polymorph the Geomancer and use Remove Lesser Curse to strip Shrink. Counterspell Grimlok's Chain Bolt.

  • Paladin · your class

    Hammer of Justice interrupts Chain Bolt. Cleanse (42) frees a friend from the basilisk's Crystalline Slumber.

  • Priest · your class

    Dispel Magic frees a player from Crystalline Slumber and strips Bloodlust off an enemy. Keep Renew on the tank.

  • Rogue · your class

    Sap the Geomancer or Brawler before the pull, then Kick Grimlok's Chain Bolt and Shrink casts.

  • Shaman · your class

    Purge Grimlok's Bloodlust and Earth Shock his Chain Bolt. Nature Resistance Totem (30) softens his lightning.

  • Warlock · your class

    Curse of Tongues slows his bolts and Shrink. Your Felhunter can Spell Lock a Chain Bolt or Devour Magic a Bloodlust.

  • Warrior · your class

    Tank Grimlok against a wall and Pummel or Shield Bash Chain Bolt. Thunder Clap, usable in Defensive Stance in Forever, holds loose adds.

Archaedas

Level 47 elite · Khaz'goroth's Seat; three players start him at the altar

Stone watcher who wakes adds all fight and elite adds at 20%; kill the adds as they come, then burn him once the elites wake.

Watch for
  • Ground TremorStay back

    Stuns nearby players for 2 sec; it can come every 5 sec.

  • Awaken Earthen GuardiansKill adds

    5 sec channel that wakes dwarf statues around the room to join the fight.

  • Awaken Vault WarderKill adds

    5 sec cast that wakes elite Vault Warders.

  • ReconstructKill adds

    Earthen Hallshaper adds channel a 20 sec repair that restores 3000 of his health.

  • WhirlwindStay back

    Earthen Guardian adds spin for 2 sec, hitting everyone near them.

  1. Phase 1100–20%

    He wakes non-elite earthen adds through the fight, including a group of Earthen Guardians. Kill each add as it wakes, Earthen Hallshapers first, then return to Archaedas.

  2. Phase 220–0%

    He wakes elite adds that die when he dies. Ignore them, keep them off the healer, and burn Archaedas.

Group plan
Tank

Pick up adds as they wake and keep Archaedas away from the group. Many groups kite him up the ramps to the columned room. Keep Ground Tremor off casters.

Healer

Spread out of Ground Tremor and pace your mana; it's a long fight. Watch whoever picks up each new add.

Damage

Kill adds as they wake, Earthen Hallshapers first, since Reconstruct heals him. Below 20%, ignore the elite adds and burn Archaedas; they die with him.

Each class
  • Druid · your class

    Innervate (40) the healer in this long fight. In Bear Form, Challenging Roar pulls a wave of awakened adds off the healer.

  • Hunter · your class

    Volley (40) clears clumped dwarf adds. Feign Death if adds stick to you, then go back to Archaedas.

  • Mage · your class

    Blizzard or Arcane Explosion kills the dwarf adds. Hit Earthen Hallshapers first, since their Reconstruct heals the boss.

  • Paladin · your class

    As tank, Consecration grabs the non-elite adds; Forever adds extra threat on its first four targets. Keep Lay on Hands for a spike.

  • Priest · your class

    Pace your mana in this long fight with Renew and lower ranks. Shield the add killers, and Fade if adds turn to you.

  • Rogue · your class

    Swap to an Earthen Hallshaper when it starts Reconstruct, then return to the boss. Below 20%, ignore the elite adds and burn him.

  • Shaman · your class

    Stay outside Ground Tremor. Magma Totem clears the dwarf adds, and Chain Heal (40) covers spread damage.

  • Warlock · your class

    Soulstone the healer before anyone clicks the altar. Send your pet at Earthen Hallshapers so Reconstruct doesn't heal the boss.

  • Warrior · your class

    If your group kites, lead him up the ramps to the columned room. Thunder Clap the dwarf adds; Taunt elites off the healer.