Skip to the bosses
Dad Bods ◉ Join Discord
Your class

Upper Blackrock Spire

Levels 58-60 (Era baseline)9 bosses

Blackrock Mountain, same upper balcony portal as LBRS; climb the first ramp and turn left. Coordinates unverified.

Checked for ForeverClassic Era habit: check in game

Pyroguard Emberseer

Level ?? boss · Hall of Binding, past the seven rune rooms of Dragonspire Hall

Altar event: kill the Blackhand Incarcerators, then tank a fire elemental whose stacking Flame Buffet makes each Fire Nova hurt more.

Watch for
  • EncageInterrupt

    Blackhand Incarcerators channel a stun on one player. It can't be dispelled, so stop the channel.

  • Fire NovaStay back

    Fire damage to everyone near Emberseer.

  • Flame BuffetResistance

    Fire damage that also makes the target take more Fire damage. It stacks, so later novas hit harder.

  1. Phase 1Altar used

    Blackhand Incarcerators break their channel and attack while Emberseer grows in his cage. Kill them all and stop any Encage channel on a teammate.

  2. Phase 2Emberseer at full strength

    Emberseer breaks free and attacks. Tank him where he stands, keep ranged players out of Fire Nova and heal through steady Fire damage.

Group plan
Tank

Pick up the Incarcerators as they turn hostile, then grab Emberseer the moment he breaks free. All his damage is Fire, so wear any fire resistance you have.

Healer

Heal from outside Fire Nova range. Each Flame Buffet stack raises the Fire damage its target takes, so damage climbs the longer the fight runs.

Damage

Kill the Incarcerators first and break any Encage channel on a teammate. On Emberseer, ranged stay back from Fire Nova; melee expect to take every nova.

Each class
  • Druid · your class

    In Bear Form, Bash an Incarcerator that channels Encage. Healing, keep Rejuvenation on the melee who stand in Fire Nova.

  • Hunter · your class

    Scatter Shot an Incarcerator that channels Encage. Pull your pet off Emberseer if Fire Nova and Flame Buffet stacks start to kill it.

  • Mage · your class

    Polymorph an Incarcerator once it turns hostile; they are humanoids. Counterspell breaks an Encage channel, and Fire Ward soaks some of his Fire.

  • Paladin · your class

    Run Fire Resistance Aura for the whole fight. Hammer of Justice stops an Incarcerator's Encage channel and frees the stunned player.

  • Priest · your class

    Power Word: Shield the tank before Emberseer breaks free. Forever's Prayer of Healing heals the target's party: aim it at the melee group in Fire Nova.

  • Rogue · your class

    Kick or Kidney Shot an Incarcerator that channels Encage. On Emberseer you take every Fire Nova in melee, so watch your health as the stacks grow.

  • Shaman · your class

    Drop Fire Resistance Totem by the tank and melee. Earth Shock breaks an Incarcerator's Encage channel on a teammate.

  • Warlock · your class

    Your Felhunter's Spell Lock breaks an Encage channel. Forever's Curse of the Elements covers every magic school, so it helps all your casters here.

  • Warrior · your class

    Shield Bash or Pummel an Incarcerator channeling Encage. Thunder Clap works in Defensive Stance in Forever; use it to hold the loose Incarcerators.

Solakar Flamewreath

Level 60 elite · The Rookery; summoned by looting Father Flame

Optional

Optional wave event: hold off pairs of Rookery Guardians and Hatchers, then tank Solakar, whose only special attack is War Stomp.

Watch for
  • Disturb Rookery EggKill adds

    Rookery Hatchers walk to eggs and break them open, adding whelps to the fight.

  • Sunder ArmorTank

    Rookery Guardians and Hatchers lower the tank's armor, stacking up to 5 times.

  • War StompStay back

    Solakar damages nearby players, knocks them back and stuns them.

  1. Phase 1Father Flame looted

    Rookery Guardians and Hatchers arrive in pairs. Kill Hatchers first so fewer eggs hatch, and keep the group together away from the eggs.

  2. Phase 2After the last wave

    Solakar runs in. Tank him away from eggs and the group; ranged stay out of War Stomp range.

Group plan
Tank

Grab each pair as it arrives and pull Hatchers to you before they reach eggs. Tank Solakar away from the group, since War Stomp stuns everyone close.

Healer

Stand with the group, clear of the eggs; walking near one hatches it. Sunder Armor stacks on the tank, so expect bigger hits as waves go on.

Damage

Kill Rookery Hatchers first, then Guardians, then any whelps; area damage cleans up whelp packs. On Solakar, ranged stay back from War Stomp.

Each class
  • Druid · your class

    Hibernate a Rookery Guardian; they are dragonkin. Entangling Roots works indoors in Forever, so root a Hatcher short of an egg.

  • Hunter · your class

    Forever traps work in combat at your feet: drop Freezing Trap and have the tank drag a Guardian over it. Multi-Shot and Volley clear whelps.

  • Mage · your class

    Frost Nova Hatchers before they reach eggs, then Blizzard or Arcane Explosion the whelps. Cone of Cold slows anything that runs.

  • Paladin · your class

    Every Forever paladin trains Consecration: use it to hold whelps and wave pairs. Hammer of Justice stops a Hatcher short of an egg.

  • Priest · your class

    Keep Power Word: Shield on the tank through the waves. Holy priests can Holy Nova whelps that reach the group; it heals your party and draws no threat.

  • Rogue · your class

    Kidney Shot or Gouge a Hatcher heading for an egg, then kill it first. Blade Flurry spreads your damage onto its paired Guardian.

  • Shaman · your class

    Earthbind Totem slows Hatchers on their way to eggs and Magma Totem hits the whelps. Forever's Totemic Projection moves them without a recast.

  • Warlock · your class

    Rain of Fire or Hellfire clears hatched whelps. Curse of Exhaustion slows a Hatcher on its way to an egg.

  • Warrior · your class

    Thunder Clap works in Defensive Stance in Forever; use it on each pair and on whelps. Hamstring a Hatcher walking to an egg.

Jed Runewatcher

Level 59 rare elite · Rare; may roam Goraluk's forge room or The Furnace

Rare

Rare orc with a shield: tank him, keep healers out of Shield Charge reach and expect Shield Bash to cut off a nearby caster.

Watch for
  • Shield ChargeStay back

    Charges a player 8 to 25 yards away, knocking them back.

  • Shield BashStay back

    Bashes a player in melee range and interrupts the spell they are casting.

  • StrikeTank

    Hits his target for extra melee damage.

Group plan
Tank

Pull him to you and hold him there. Shield Charge sends him at someone at range, so taunt him back fast if he lands on a healer.

Healer

Heal from more than 25 yards away if you can, outside Shield Charge range, and stay out of melee where Shield Bash interrupts your casts.

Damage

Melee from behind; ranged stay well back. Burn him while he is up; he can drop Briarwood Reed.

Each class
  • Druid · your class

    In Bear Form, Growl him back after Shield Charge sends him to a caster. Healing, stand past his charge range.

  • Hunter · your class

    Send your pet in with the tank. Distracting Shot pulls him off a cloth player he charged.

  • Mage · your class

    If he charges onto you, Frost Nova and Blink out. Cast from past 25 yards when you can.

  • Paladin · your class

    Blessing of Protection saves a cloth player he charges. Tanking, Seal of Fury makes Judgement taunt in Forever.

  • Priest · your class

    Heal from beyond 25 yards so Shield Charge can't reach you. Power Word: Shield the player he charges.

  • Rogue · your class

    Open with Cheap Shot from behind and save Kidney Shot for when he charges a healer.

  • Shaman · your class

    Earthbind Totem slows him if he chases a caster after Shield Charge. Stoneskin Totem by the tank blunts his Strike.

  • Warlock · your class

    If the tank drops, your Voidwalker can hold him; Torment pulls him back to it. Curse of Weakness trims his melee.

  • Warrior · your class

    Taunt him back after each Shield Charge and keep Demoralizing Shout up to trim his Strike hits.

Goraluk Anvilcrack

Level 61 elite · Forge room off the Hall of Blackhand

Optional

Optional Blackhand armorsmith in his forge: a plain melee fight with a short stun and a Stamina debuff on the tank.

Watch for
  • BackhandTank

    Stuns his target for 2 sec.

  • Head CrackTank

    Lowers the target's Stamina for 20 sec.

  • StrikeTank

    Hits his target for extra melee damage.

Group plan
Tank

Tank him where he stands. Backhand stuns you briefly and Head Crack lowers your Stamina, so keep your health high going into each stun.

Healer

Keep the tank topped. A Backhand stun leaves them unable to act for 2 sec, and Head Crack trims their health pool.

Damage

Melee from behind; he has no area attacks. Blacksmiths, pick up the Unforged Rune Covered Breastplate here for The Demon Forge.

Each class
  • Druid · your class

    Bear Form tanks him well; Demoralizing Roar trims his Strike. Faerie Fire in Bear Form now builds threat in Forever.

  • Hunter · your class

    Every hunter has Aimed Shot in Forever; open with it once the tank has threat, and send your pet in behind the tank.

  • Mage · your class

    Nothing to interrupt here: Frostbolt or Fireball from range. If he turns on you, Frost Nova and Blink.

  • Paladin · your class

    Keep Devotion Aura up. Tanking, Consecration and Seal of Fury hold him, and Judgement taunts in Forever.

  • Priest · your class

    Renew and Power Word: Shield carry the tank here. Save mana for the arena ahead.

  • Rogue · your class

    Stand behind him. Forever's Expose Armor matches about five Sunder Armor stacks, so use it if no warrior is sundering.

  • Shaman · your class

    Drop Windfury Totem and Strength of Earth Totem by the melee; in Forever their buffs reach the whole raid.

  • Warlock · your class

    Forever lets one Bane and one Curse sit together: pair Bane of Agony with Curse of Recklessness for the melee.

  • Warrior · your class

    Keep Demoralizing Shout and Thunder Clap on him; in Forever, Thunder Clap works in Defensive Stance.

Gyth

Level 62 elite · Blackrock Stadium; rides in with Rend after the arena waves

Arena event: clear the dragonkin waves, then tank Rend's drake facing away from the group; all three of his breaths hit a cone in front.

Watch for
  • Flame BreathNot in front

    Fire damage to everyone in a cone in front of Gyth.

  • FreezeDispel magic

    Ice blast in a frontal cone that stuns and deals Frost damage over time. It is a Magic effect.

  • Corrosive Acid BreathNot in front

    Frontal cone that lowers armor and deals Nature damage every 5 sec for 30 sec. Can't be dispelled.

  • Knock AwayTank

    Hits the tank and knocks them back.

  • Chromatic ChaosPurge

    Magic buff on Gyth: he hits more often and takes less melee damage for 5 min.

  • Mend DragonInterrupt

    Blackhand Dragon Handlers in the waves channel a heal on a chromatic dragon.

  • Fireball VolleyInterrupt

    Chromatic Whelps in the waves cast Fire damage at everyone nearby.

  1. Phase 1Arena entered

    Waves of chromatic whelps, dragonspawn and orc handlers come through the gate. Kill each wave; stop Mend Dragon and whelp volleys.

  2. Phase 2After the last wave

    Rend rides Gyth into the arena. Tank Gyth facing away; everyone else stays at his sides or behind him.

  3. Phase 3Gyth at low health

    Rend jumps down and fights on foot. A second tank takes Rend while the group finishes Gyth.

Group plan
Tank

Turn Gyth away from the group at once; you take every breath. Knock Away throws you back, so step in and rebuild threat. A second tank waits for Rend.

Healer

Stand at Gyth's side or behind him, never in front. Dispel Freeze off the tank; it is Magic. Corrosive Acid Breath can't be dispelled, so heal through it.

Damage

In the waves, kill handlers and stop whelp Fireball Volley. On Gyth, attack from the sides or behind, and purge Chromatic Chaos when he gains it.

Each class
  • Druid · your class

    Hibernate a Chromatic Dragonspawn from a wave; they are dragonkin. On Gyth, stay out of his front cone.

  • Hunter · your class

    Keep your pet off Aggressive so it doesn't run up to the orcs watching from the ledge. Scatter Shot a dragonspawn while the wave dies.

  • Mage · your class

    Polymorph a Blackhand Dragon Handler; they are humanoids. Counterspell whelp Fireball Volley and stay out of Gyth's front.

  • Paladin · your class

    Cleanse Freeze off the stunned tank; it is a Magic effect. Run Fire Resistance Aura for Flame Breath.

  • Priest · your class

    Dispel Magic removes Freeze from the stunned tank. Stand at Gyth's side so no breath reaches you.

  • Rogue · your class

    Kick whelp Fireball Volley and handler Mend Dragon in the waves. On Gyth, stay at his flank, never in front.

  • Shaman · your class

    Purge strips Chromatic Chaos off Gyth; it is a Magic buff. Earth Shock stops a handler's Mend Dragon.

  • Warlock · your class

    Your Felhunter's Devour Magic can strip Chromatic Chaos from Gyth. Keep pets off Aggressive so they don't pull the orcs on the ledge.

  • Warrior · your class

    Tank Gyth facing away, or wait as second tank for Rend. Pummel or Shield Bash stops a handler's Mend Dragon.

Guide map
Sourcesclassicdb.ch/?npc=10339classicdb.ch/?npc=10742classicdb.ch/?npc=10442classicdb.ch/?npc=10447nether.wowhead.com/tooltip/npc/10339?dataEnv=16nether.wowhead.com/tooltip/npc/10742?dataEnv=16nether.wowhead.com/tooltip/npc/10442?dataEnv=16nether.wowhead.com/tooltip/npc/10447?dataEnv=16nether.wowhead.com/tooltip/spell/16390?dataEnv=16nether.wowhead.com/tooltip/spell/20712?dataEnv=16nether.wowhead.com/tooltip/spell/16350?dataEnv=16wowhead.com/classic/spell=16350nether.wowhead.com/tooltip/spell/18763?dataEnv=16nether.wowhead.com/tooltip/spell/16359?dataEnv=16wowhead.com/classic/spell=16359nether.wowhead.com/tooltip/spell/10101?dataEnv=16wowhead.com/classic/spell=16337nether.wowhead.com/tooltip/spell/16637?dataEnv=16nether.wowhead.com/tooltip/spell/16250?dataEnv=16raw.githubusercontent.com/azerothcore/azerothcore-wotlk/master/src/server/scripts/EasternKingdoms/BlackrockMountain/BlackrockSpire/boss_gyth.cppraw.githubusercontent.com/azerothcore/azerothcore-wotlk/master/src/server/scripts/EasternKingdoms/BlackrockMountain/BlackrockSpire/boss_rend_blackhand.cppraw.githubusercontent.com/cmangos/mangos-classic/master/src/game/AI/ScriptDevAI/scripts/eastern_kingdoms/blackrock_spire/boss_gyth.cppraw.githubusercontent.com/cmangos/mangos-classic/master/src/game/AI/ScriptDevAI/scripts/eastern_kingdoms/blackrock_spire/instance_blackrock_spire.cppraw.githubusercontent.com/azerothcore/azerothcore-wotlk/master/data/sql/base/db_world/smart_scripts.sqlwarcraft.wiki.gg/wiki/Gythwarcraft.wiki.gg/wiki/Rend_Blackhand_(tactics)almarsguides.com/wow/instances/classic/UpperBlackrockSpire/

Warchief Rend Blackhand

Level ?? boss · Blackrock Stadium; jumps down from Gyth late in that fight

Orc warlord on foot after he leaves Gyth: a second tank holds him away from casters, since Whirlwind and Cleave hit everyone close.

Watch for
  • WhirlwindStay back

    Spins and hits everyone close to him with his weapon.

  • CleaveNot in front

    Hits his target and nearby players in front of him.

  • Mortal StrikeHeal through

    Heavy hit that halves healing on the target for 5 sec.

Group plan
Tank

As second tank, grab Rend the moment he lands and drag him away from healers and cloth players. Mortal Strike cuts your healing, so use cooldowns early.

Healer

Stay out of Whirlwind range. Mortal Strike halves healing on his tank for 5 sec, so keep that tank high before it lands.

Damage

Finish Gyth unless your leader calls Rend first. Melee hit Rend from behind and step out of Whirlwind. Loot the Head of Rend Blackhand for Thrall's quest.

Each class
  • Druid · your class

    Feral Charge Rend as he lands and hold him in Bear Form. Healing, keep Rejuvenation on his tank through Mortal Strike.

  • Hunter · your class

    Keep your pet out of Whirlwind; Mend Pet if it gets caught. Forever doubled Disengage's threat cut; use it if Rend turns to you.

  • Mage · your class

    Stay well clear of Whirlwind. If he turns to you, Frost Nova and Blink; Ice Block if he catches you.

  • Paladin · your class

    Blessing of Protection a cloth player he catches. Holy Light his tank early; Mortal Strike halves heals for 5 sec.

  • Priest · your class

    Power Word: Shield Rend's tank before Mortal Strike lands. Fade if he turns on you.

  • Rogue · your class

    Hit him from behind and step out when Whirlwind starts. Feint, doubled in Forever, keeps you under his tank.

  • Shaman · your class

    Drop Stoneskin Totem by Rend's tank and Healing Stream Totem near the group. Earthbind Totem slows him if he chases a healer.

  • Warlock · your class

    Soulstone a healer before the arena. On Rend, Curse of Weakness eases his tank's damage; stay out of Whirlwind.

  • Warrior · your class

    As second tank, Taunt Rend the moment he jumps down and pull him off the group. Shield Wall or Last Stand covers a bad Mortal Strike.

The Beast

Level ?? boss · The Furnace, past the arena

Optional

Optional beast boss: his fear, knockbacks and random charges pull him off the tank, and he can kill a cloth player in a few hits.

Watch for
  • Terrifying RoarStay back

    Fears everyone within 10 yards for 5 sec.

  • FlamebreakStay back

    Fire damage to nearby players that knocks them back.

  • Berserker ChargeHeal through

    Charges a random player and knocks them back.

  • ImmolateDispel magic

    Burns a random player with Fire, then more Fire over time. It is a Magic effect.

  • FireballTank

    Fire spell on his current target.

  • Fire BlastTank

    Instant Fire damage on his current target.

Group plan
Tank

Hold threat at all times; Terrifying Roar and Berserker Charge can pull him off you. Taunt him back fast after a charge, and bring a second tank if you can.

Healer

Stay more than 10 yards away so Terrifying Roar misses you. Dispel Immolate, a Magic effect, and heal whoever he charges; he hits cloth very hard.

Damage

Ranged stay outside 10 yards; melee expect fears and knockbacks. A skinner should skin him afterward to free Pip Quickwit.

Each class
  • Druid · your class

    As Bear, Growl him back after Berserker Charge or a fear. Restoration, keep Regrowth and Rejuvenation on whoever he charges.

  • Hunter · your class

    Stay past 10 yards. Distracting Shot pulls him off a cloth player he charged; Feign Death if he comes for you.

  • Mage · your class

    Stay past 10 yards. Fire Ward soaks his Fire if he charges you, and Ice Block saves you if he stays on you.

  • Paladin · your class

    Cleanse Immolate, a Magic effect. Fire Resistance Aura cuts his Fire damage; Blessing of Protection a cloth player he charges.

  • Priest · your class

    Fear Ward is baseline for every Forever priest: put it on the tank before the pull. Dispel Magic removes Immolate.

  • Rogue · your class

    Melee from behind and expect fears. If he turns on you, Evasion then Vanish; he hits very hard.

  • Shaman · your class

    Tremor Totem by the tank and melee breaks Terrifying Roar's fear. Fire Resistance Totem cuts his Fire damage.

  • Warlock · your class

    Hand out Healthstones before the pull and stay past 10 yards. Use your own if Berserker Charge lands on you.

  • Warrior · your class

    Berserker Rage makes you immune to fear; time it for Terrifying Roar. Taunt him back after each Berserker Charge.

Lord Valthalak

Level ?? boss · The Beast's room in The Furnace; summoned with a brazier

Optional

Optional Tier 0.5 summon: a long fight with bouncing Shadow Wrath, Spectral Assassins that lock players down with Defile, and two harder phases.

Watch for
  • Shadow WrathSpread out

    Shadow drain that jumps between nearby players and grows with each jump. The damage heals him.

  • Summon Spectral AssassinKill adds

    Calls Spectral Assassins that run at players, until he reaches 40%.

  • DefileCrowd control

    Assassin channels on a player for 10 sec; they can't act. If it finishes, the player dies and becomes an assassin.

  • EnrageTank

    At 40% he stops summoning and hits far harder and faster.

  • Shadow Bolt VolleyResistance

    From 15% he hits the whole group with Shadow bolts.

  1. Phase 1100–40%

    Spectral Assassins arrive throughout; kill each one before Defile finishes. Spread out so Shadow Wrath has fewer players to jump to.

  2. Phase 240–15%

    He enrages and stops summoning assassins. His melee on the tank rises sharply; Disarm him when you can and use tank cooldowns.

  3. Phase 315–0%

    Shadow Bolt Volley hits everyone. Use Shadow Protection and potions and burn him down.

Group plan
Tank

Hold him well away from the group so Shadow Wrath has fewer people to jump to. At 40% he enrages; Disarm him if you can and use your cooldowns.

Healer

Spread out. Heal Defiled players while the group kills their assassin, and save mana for the Shadow Bolt Volley phase at 15%.

Damage

Kill Spectral Assassins on sight; normal interrupts don't stop Defile, but stuns and disorients do. Drain his mana to cut down Shadow Wrath.

Each class
  • Druid · your class

    In Bear Form, Bash an assassin to stop Defile. Keep Innervate for a healer; this fight runs long.

  • Hunter · your class

    Scatter Shot an assassin to stop Defile. Viper Sting drains Valthalak's mana so he casts less Shadow Wrath.

  • Mage · your class

    Blizzard and Arcane Explosion hit Spectral Assassins near the group; kill each before Defile ends. Ice Block if Shadow Bolt Volley leaves you low.

  • Paladin · your class

    Hammer of Justice an assassin to stop Defile. Shadow Resistance Aura helps through the Shadow Bolt Volley phase.

  • Priest · your class

    Cast Shadow Protection on everyone before the pull. At 15%, Forever's Prayer of Healing heals the target's party; aim it where Volley hurts most.

  • Rogue · your class

    Kidney Shot an assassin to stop Defile. Keep spread from other melee so Shadow Wrath has fewer jumps.

  • Shaman · your class

    Earth Shock won't stop Defile; burst the assassin instead. Drop Mana Spring Totem and Healing Stream Totem for the long fight.

  • Warlock · your class

    Drain Mana on Valthalak means fewer Shadow Wrath casts. Drop Rain of Fire on Spectral Assassins near the group.

  • Warrior · your class

    Disarm him after 40% while tanking; it saves healer mana. Concussion Blow stuns an assassin out of Defile.

General Drakkisath

Level ?? boss · Spire Throne, across the final bridge

Final boss with two Chromatic Elite Guards: kill or control the guards first, then tank Drakkisath with two tanks to cover Conflagration.

Watch for
  • ConflagrationTank swap

    Burns his target and confuses them; players near them take Fire too. He turns to the next on threat.

  • FlamestrikeMove

    Pillar of fire on an area: Fire damage, then more every 2 sec for 8 sec.

  • CleaveNot in front

    Hits his target and nearby players in front of him.

  • ThunderclapStay back

    Nature damage to nearby players that slows their attacks and movement.

  • Pierce ArmorTank

    Sharply lowers his target's armor for a short time.

  • RageTank

    Raises his physical damage and attack speed for 15 sec.

  • Mortal StrikeHeal through

    Chromatic Elite Guard hit that halves healing on the target for 5 sec.

  • KnockdownTank

    Chromatic Elite Guard hits up to 3 nearby players and stuns them for 2 sec.

Group plan
Tank

Main and off tank both build high threat; Conflagration drops the main tank's threat and he turns to the next. Assigned tanks hold the two guards.

Healer

Heal the guard tanks through Mortal Strike, then switch to Drakkisath's tanks. Stay away from the confused tank during Conflagration; the flames spread.

Damage

Kill the guards first while Drakkisath is held or kited over the bridge. Then hit him from the side and dodge Flamestrike. The orb behind him completes Blackhand's Command.

Each class
  • Druid · your class

    Hibernate one Chromatic Elite Guard; they are dragonkin. As Bear, be the second tank who takes Drakkisath during Conflagration.

  • Hunter · your class

    Kite him off the guards: Aspect of the Cheetah and Distracting Shot, lead him over the bridge to Rend's arena, then Feign Death.

  • Mage · your class

    Stay out of Flamestrike and away from a confused tank. Fire Ward soaks some of the Fire from Flamestrike and Conflagration's spread.

  • Paladin · your class

    Run Fire Resistance Aura. Hammer of Justice a Chromatic Elite Guard to stop its Mortal Strikes on a struggling tank.

  • Priest · your class

    Heal guard tanks through Mortal Strike. Power Word: Shield the second tank as Drakkisath turns to them during Conflagration.

  • Rogue · your class

    Kidney Shot a Chromatic Elite Guard to give its tank a few seconds. On Drakkisath, attack from his side, out of Cleave.

  • Shaman · your class

    Fire Resistance Totem helps against Conflagration and Flamestrike. Keep Healing Stream Totem by the guard tanks.

  • Warlock · your class

    Curse of Weakness on a guard eases its tank's Mortal Strike damage. Stay out of Flamestrike and away from a confused tank.

  • Warrior · your class

    As off tank, sit second on Drakkisath's threat and take him when Conflagration hits the main tank.