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
1
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.
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.
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.
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.
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.
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.
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.
Phase 1Arena entered
Waves of chromatic whelps, dragonspawn and orc handlers come through the gate. Kill each wave; stop Mend Dragon and whelp volleys.
Phase 2After the last wave
Rend rides Gyth into the arena. Tank Gyth facing away; everyone else stays at his sides or behind him.
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.
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.
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.
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.