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Wailing Caverns

Levels 15-2511 bosses

The Barrens (46, 36), Lushwater Oasis cave southwest of Crossroads; Classic approach coordinates.

Checked for ForeverClassic Era habit: check in game

Boahn

Level 20 rare elite · Outer Cavern of Mists, by the pond in front of the instance portal

Rare

Rare druid caster outside the portal: Druid's Slumber, Lightning Bolt and Healing Touch, then a serpent shape that hits harder but cannot cast.

Watch for
  • Druid's SlumberInterrupt

    2.5 sec cast. Puts one player to sleep for up to 15 sec; any hostile action wakes them. Magic.

  • Lightning BoltInterrupt

    3 sec cast. Nature bolt at a player from up to 40 yards.

  • Healing TouchInterrupt

    Heals himself when his health runs low.

  • Serpent FormTank

    Becomes a serpent for 10 sec: more physical damage, but he cannot cast spells.

Group plan
Tank

Interrupt Healing Touch or Druid's Slumber if you have Shield Bash, Bash or Earth Shock. Expect harder melee while Serpent Form is up. He flees at low health; stop him before he brings help.

Healer

Keep the tank topped up through the 10-second Serpent Form. If Druid's Slumber lands on you, a priest's Dispel Magic or a Tremor Totem wakes you.

Damage

Interrupt Healing Touch first, then Druid's Slumber. Burst him during Serpent Form, when he cannot cast for 10 seconds.

Each class
  • Druid · your class

    Wrath and Moonfire him from range while the tank holds him. If you tank, Bash in Bear Form stops Druid's Slumber or Healing Touch.

  • Hunter · your class

    Hunter's Mark him and open with Aimed Shot, which every hunter learns at 20 in Forever. Keep Serpent Sting up while your pet attacks.

  • Mage · your class

    If he turns on you during Serpent Form, Frost Nova him; he cannot cast in that form, so the root leaves him stuck while you step away.

  • Paladin · your class

    Hammer of Justice stops Druid's Slumber or Healing Touch mid-cast. Holy Strike, trained at 6 in Forever, adds damage between stuns.

  • Priest · your class

    Dispel Magic a slept ally; Druid's Slumber is a Magic effect. Put Power Word: Shield on the tank before Serpent Form raises his melee.

  • Rogue · your class

    Kick Healing Touch first, then Druid's Slumber. Gouge covers the gap while Kick is on cooldown.

  • Shaman · your class

    Earth Shock interrupts Healing Touch or Druid's Slumber. Drop Tremor Totem; it removes Sleep effects from party members.

  • Warlock · your class

    Keep Bane of Agony and Corruption on him through his heals. If he turns on a caster, Torment from your Voidwalker pulls him back.

  • Warrior · your class

    Shield Bash Druid's Slumber or Healing Touch. Demoralizing Shout trims the extra damage from Serpent Form.

Trigore the Lasher

Level 19 rare elite · Pool in the outer cave, to the left of the instance portal

Rare

Rare hydra that swims in the outer cave pool; no special abilities are documented, so treat it as a straight melee fight.

Group plan
Tank

Find him in the pool and pull him toward the bank so casters can reach him. No abilities are documented; expect plain melee hits.

Healer

Heal from the bank, not from deep water. Watch your breath bar if the fight stays underwater.

Damage

Attack from the bank or near the surface so no one drowns mid-fight. Focus him as one target.

Each class
  • Druid · your class

    Aquatic Form lets you find him underwater without a breath timer. Shift to Bear Form at the bank to tank.

  • Hunter · your class

    Send your pet in and shoot from the bank with Serpent Sting and Arcane Shot. Mend Pet keeps it alive if it tanks.

  • Mage · your class

    Stay on the bank and Frostbolt him as the tank pulls him in. Frost Nova him if he turns on you, then step back.

  • Paladin · your class

    Run Devotion Aura for the tank's armor and keep Blessing of Might on melee. Lay on Hands covers a sudden tank drop.

  • Priest · your class

    Shield and Renew the tank before the pull so you can stay on the bank while the fight is in the water.

  • Rogue · your class

    Open with Garrote from Stealth once he is near the bank. Evasion covers you if he turns on you.

  • Shaman · your class

    Heal from the bank with Healing Wave. Stoneskin Totem cuts his melee damage on the tank.

  • Warlock · your class

    Cast Unending Breath on anyone who follows him underwater; it removes their breath timer for the fight.

  • Warrior · your class

    Pull him to the bank with Taunt in Defensive Stance, then build threat with Sunder Armor and Revenge.

Lady Anacondra

Level 20 elite · Top of the first large cavern, at one of its circles of torches

First druid Fanglord: interrupt Sleep, Healing Touch and Lightning Bolt, and clear the raptors nearby first so they don't join.

Watch for
  • SleepInterrupt

    1.5 sec cast. Puts a player to sleep for up to 20 sec; damage wakes them. Magic.

  • Lightning BoltInterrupt

    3 sec cast. Nature bolt at her target from up to 40 yards.

  • Healing TouchInterrupt

    Heals herself or an ally.

  • Thorns AuraHeal through

    Deals Nature damage to anyone who strikes her or her allies in melee. Cannot be purged.

Group plan
Tank

Clear the raptors around her before the pull so none join. Hold her where melee can reach, and interrupt Sleep with Shield Bash or Bash when you can.

Healer

Expect Thorns Aura damage on melee and pets. Sleep skips the tank, so you or a DPS may be slept; a priest's Dispel Magic or a Tremor Totem frees you.

Damage

Interrupt in order: Sleep, Healing Touch, Lightning Bolt. If a patrol joins, crowd control it and kill her first.

Each class
  • Druid · your class

    Bash in Bear Form interrupts Sleep or Healing Touch. Faerie Fire is free in Bear Form in Forever and adds threat while you hold her.

  • Hunter · your class

    Kill nearby raptors before the pull. Thorns Aura hurts your pet on every hit, so watch its health and use Mend Pet.

  • Mage · your class

    Polymorph a raptor or patrol that joins the pull. Counterspell comes at 24, so leave Sleep to melee interrupts and keep casting.

  • Paladin · your class

    Hammer of Justice interrupts Sleep or Healing Touch. Keep Blessing of Wisdom on the healer; Thorns Aura damage adds up.

  • Priest · your class

    Dispel Magic removes Sleep from an ally; she never sleeps the tank. Renew the melee taking Thorns Aura damage.

  • Rogue · your class

    Kick Sleep first. Feint drops twice the threat in Forever; use it if a raptor that joins swings at you.

  • Shaman · your class

    Earth Shock interrupts Sleep or Healing Touch. Skip Purge on her; Thorns Aura cannot be purged.

  • Warlock · your class

    Torment from your Voidwalker holds a raptor that joins. Keep Bane of Agony and Corruption on her through her heals.

  • Warrior · your class

    Shield Bash her Sleep. Thunder Clap works in Defensive Stance in Forever; use it to hold any raptors that join.

Kresh

Level 20 elite · Wanders the river through the central cavern

Optional

Neutral, heavily armored turtle that wanders the river; a long tank-and-spank fight with no confirmed special abilities.

Group plan
Tank

He is neutral, so pull him when the group is ready. He hits hard; use defensive tools. His high armor makes the fight long with a melee-heavy group.

Healer

Pace your mana on the tank for a long fight. He has nothing to dispel or interrupt.

Damage

Casters have the edge against his armor. Melee use armor reduction such as Sunder Armor or Expose Armor and attack from behind.

Each class
  • Druid · your class

    Moonfire and Wrath ignore his armor. In Cat Form, Rip deals bleed damage that his armor does not reduce.

  • Hunter · your class

    Serpent Sting and Arcane Shot ignore his armor. Add Aimed Shot, which every hunter has at 20 in Forever.

  • Mage · your class

    Your spells ignore his armor, so you carry this fight. Frostbolt slows him if he wanders off the tank.

  • Paladin · your class

    Seal of Righteousness and Judgement deal Holy damage his armor does not reduce. Devotion Aura softens his hits on the tank.

  • Priest · your class

    Renew covers the steady hits on the tank. With spare mana, Shadow Word: Pain and Mind Blast ignore his armor.

  • Rogue · your class

    Expose Armor in Forever equals about five Sunder Armor stacks; apply it early, then Rupture, which his armor does not reduce.

  • Shaman · your class

    Earth Shock and Lightning Bolt ignore his armor. Stoneskin Totem cuts his melee damage on the tank.

  • Warlock · your class

    Bane of Agony, Corruption and Immolate ignore his armor. Life Tap between casts; the fight runs long.

  • Warrior · your class

    Stack Sunder Armor to cut his armor. Shield Block and Demoralizing Shout help with his heavy hits.

Lord Cobrahn

Level 20 elite · Top of the western branch, up from the central cavern

Druid Fanglord with three non-elite pythons. Interrupt his casts, then heal through harder hits and Poison once he turns serpent.

Watch for
  • Druid's SlumberInterrupt

    2.5 sec cast. Puts a player to sleep for up to 15 sec; any hostile action wakes them. Magic.

  • Lightning BoltInterrupt

    3 sec cast. Nature bolt at a player from up to 40 yards.

  • Healing TouchInterrupt

    Heals himself or an ally.

  • Cobrahn Serpent FormHeal through

    Turns into a serpent at low health: harder hits, 43% slower attacks.

  • PoisonCure poison

    Nature damage every 3 sec for 30 sec on his melee target. Poison effect.

  1. Phase 1Pull until he turns serpent

    Kill the three Deviate Pythons with area damage, then focus Cobrahn. Interrupt Druid's Slumber first, then Healing Touch and Lightning Bolt.

  2. Phase 2Serpent Form to dead

    He turns into a serpent at low health: harder, slower hits and Poison on his melee target. Cure the Poison and heal the tank through it.

Group plan
Tank

Grab the three pythons with area threat, then hold Cobrahn. Use a defensive cooldown when he turns serpent, more so if the healer is asleep.

Healer

Watch for Druid's Slumber on yourself. In Serpent Form he hits the tank harder and adds Poison; cure it or ask a curer to.

Damage

Area-damage the non-elite pythons first, then switch. Interrupt Druid's Slumber over everything, then Healing Touch.

Each class
  • Druid · your class

    Cure Poison removes his Poison from the tank. Swipe in Bear Form hits three pythons at once.

  • Hunter · your class

    Multi-Shot the pythons, then Hunter's Mark Cobrahn. Freezing Trap works in combat in Forever; drop one at your feet if a python runs at you.

  • Mage · your class

    Arcane Explosion kills the non-elite pythons fast once they gather on the tank. Frost Nova first if they run at you.

  • Paladin · your class

    Purify removes his Poison. Consecration, trained by every paladin at 20 in Forever, hits the pythons around the tank.

  • Priest · your class

    Dispel Magic removes Druid's Slumber. Save mana for Serpent Form: his hits grow, so Renew and Heal the tank early.

  • Rogue · your class

    Kick Druid's Slumber or Healing Touch. Once he turns serpent, stay behind him and keep Slice and Dice up.

  • Shaman · your class

    Earth Shock interrupts his casts and Cure Poison clears his Poison. Fire Nova erupts at your Searing Totem to hit the pythons.

  • Warlock · your class

    Rain of Fire hits the pythons as they gather on the tank. Then put Bane of Agony and Corruption on Cobrahn.

  • Warrior · your class

    Thunder Clap in Defensive Stance holds the pythons in Forever. Shield Bash Druid's Slumber; Shield Block once he turns serpent.

Deviate Faerie Dragon

Level 20 rare elite · Side area off the route toward Lord Serpentis; it rarely spawns

Rare

Rare dragon with no abilities of its own; the danger is the Druids of the Fang near it. Control a druid and focus fire.

Watch for
  • Druid's SlumberInterrupt

    Cast by any Druid of the Fang pulled with the dragon: sleeps a player for up to 15 sec. Magic.

Group plan
Tank

Expect several elites on you at once. Hold the dragon and any free druid while crowd control keeps another druid out. Use defensive cooldowns early.

Healer

The tank takes hits from several elites; ask hybrids to help heal. Dispel or call out Druid's Slumber at once if it lands on someone.

Damage

Crowd control a Druid of the Fang, kill the other druids while interrupting Druid's Slumber, then kill the dragon. Focus one target at a time.

Each class
  • Druid · your class

    Hibernate the dragon, a dragonkin, while the group kills the druids. Between casts, Rejuvenation on the tank helps the healer.

  • Hunter · your class

    Freezing Trap a Druid of the Fang; traps work in combat in Forever. Then Hunter's Mark the next kill target.

  • Mage · your class

    Polymorph one Druid of the Fang before the pull; they are humanoid. Recast it the moment it breaks.

  • Paladin · your class

    Hammer of Justice a druid's Druid's Slumber. Weave Flash of Light on the tank if the healer falls behind.

  • Priest · your class

    Dispel Magic slept players at once. Skip Psychic Scream; fleeing elites can pull more packs.

  • Rogue · your class

    Sap a Druid of the Fang before the pull, then Kick another druid's Druid's Slumber. Gouge covers the gap.

  • Shaman · your class

    Drop Tremor Totem before the pull; it removes Sleep effects. Earth Shock the druid you are killing and weave Healing Wave on the tank.

  • Warlock · your class

    Let your Voidwalker hold the dragon or a druid off the healer with Torment. Put Bane of Agony on the kill target.

  • Warrior · your class

    Hold the dragon and any free druid. Demoralizing Shout and Shield Block soften several elites; Shield Bash Druid's Slumber.

Lord Pythas

Level 21 elite · Eastern caverns, with a Druid of the Fang beside him

Toughest druid Fanglord, with a Druid of the Fang at his side. Control or kill the druid, interrupt Sleep, and stay out of Thunderclap.

Watch for
  • SleepInterrupt

    1.5 sec cast. Puts a player to sleep for up to 20 sec; damage wakes them. Magic.

  • Lightning BoltInterrupt

    3 sec cast. Nature bolt at a player from up to 40 yards.

  • Healing TouchInterrupt

    Heals himself or an ally.

  • ThunderclapStay back

    Nature damage to everyone within 10 yards; slows their attacks and movement.

Group plan
Tank

Hold Pythas while the group controls or kills the Druid of the Fang. If the druid sleeps you, Pythas turns to the next player on his threat list.

Healer

Stand more than 10 yards from Pythas so Thunderclap misses you. Expect heavy melee on the tank and watch for Sleep on yourself.

Damage

Crowd control or kill the Druid of the Fang first, then switch to Pythas. Keep one melee on Pythas to interrupt Sleep and Healing Touch.

Each class
  • Druid · your class

    Bash stops Sleep in Bear Form. If you heal, Regrowth and Rejuvenation the tank from beyond 10 yards to stay clear of Thunderclap.

  • Hunter · your class

    Freezing Trap the Druid of the Fang; traps work in combat in Forever. Then Hunter's Mark Pythas and send your pet in.

  • Mage · your class

    Polymorph the Druid of the Fang and keep it sheeped. Cast from more than 10 yards so Thunderclap misses you.

  • Paladin · your class

    Hammer of Justice stops his Sleep or Healing Touch. Devotion Aura softens his heavy melee on the tank.

  • Priest · your class

    Dispel Magic removes Sleep from a slept ally. Heal from beyond 10 yards, and Power Word: Shield the tank against his heavy melee.

  • Rogue · your class

    Sap the Druid of the Fang before the pull, then Kick Pythas's Sleep. Gouge stops Healing Touch while Kick is on cooldown.

  • Shaman · your class

    Earth Shock interrupts Sleep or Healing Touch, and Tremor Totem clears a Sleep that gets through. Stoneskin Totem softens his melee.

  • Warlock · your class

    Curse of Weakness on Pythas trims his heavy melee; Forever lets it sit beside your Bane of Agony on the same target.

  • Warrior · your class

    Shield Bash his Sleep. Demoralizing Shout cuts his heavy melee, and Shield Block covers the spikes.

Skum

Level 21 elite · Winding Chasm, past Lord Pythas on the eastern route

Optional

Optional thunder lizard whose one spell, Chained Bolt, arcs between nearby players. Spread out, and stop him when he flees at low health.

Watch for
  • Chained BoltSpread out

    1.8 sec cast. Lightning that arcs to up to 3 nearby players for Nature damage. Can be interrupted.

Group plan
Tank

Face him away from the group, and interrupt Chained Bolt if you have Shield Bash or Bash. He flees at low health; keep a stun or slow ready.

Healer

Stand apart from other players so Chained Bolt cannot arc to you. The damage is light; save mana for the pulls after him.

Damage

Spread out so Chained Bolt hits fewer people, and interrupt it when you can. Stun or slow him when he flees at low health.

Each class
  • Druid · your class

    Bash in Bear Form interrupts Chained Bolt. If you heal, keep Rejuvenation on the tank from a spot apart from the rest of the group.

  • Hunter · your class

    Hunter's Mark him and keep your pet on his back. Concussive Shot slows him when he flees at low health.

  • Mage · your class

    Frostbolt him from range. When he flees at low health, Frostbolt's slow keeps him from running far. Melee handle the interrupts.

  • Paladin · your class

    Hammer of Justice interrupts Chained Bolt. If you heal, stand apart from melee so it cannot arc to you.

  • Priest · your class

    Renew the players Chained Bolt hits; each arc is light. Power Word: Shield the tank and save mana for the pulls after him.

  • Rogue · your class

    Kick Chained Bolt, and Gouge him to stop a cast while Kick is on cooldown.

  • Shaman · your class

    Drop Earthbind Totem near him so he cannot run far when he flees at low health. Stoneskin Totem softens his melee on the tank.

  • Warlock · your class

    Curse of Recklessness stops him fleeing at low health; Forever lets it sit beside your Bane of Agony. Add Corruption.

  • Warrior · your class

    Shield Bash interrupts Chained Bolt. Face him away from the group and hold him with Sunder Armor and Revenge.

Lord Serpentis

Level 21 elite · Upper eastern ledge, next to Verdan the Everliving

Last druid Fanglord, with no adds once the mobs around him are cleared. Interrupt Sleep and Healing Touch, and kill him before Verdan.

Watch for
  • SleepInterrupt

    1.5 sec cast. Puts a player to sleep for up to 20 sec; damage wakes them. Magic.

  • Lightning BoltInterrupt

    3 sec cast. Nature bolt at a player from up to 40 yards.

  • Healing TouchInterrupt

    Heals himself or an ally.

Group plan
Tank

Clear the mobs around him first, then pull him on his own; Verdan shares the room and comes next. Keep him off the casters.

Healer

He has no adds, but Sleep can still land on you. Stay in range of the tank.

Damage

Interrupt Sleep first, then Healing Touch. Kill him before anyone engages Verdan.

Each class
  • Druid · your class

    Bash interrupts Sleep in Bear Form. In Cat Form, Shred from behind while the tank holds him.

  • Hunter · your class

    Keep your pet on him and use Aimed Shot, which every hunter learns at 20 in Forever. Do not pull Verdan until Serpentis is dead.

  • Mage · your class

    No adds here, so spend mana on damage. Frost Nova him if he breaks off the tank toward you, then step away.

  • Paladin · your class

    Hammer of Justice interrupts Sleep. Judgement no longer consumes your Seal in Forever, so judge on cooldown.

  • Priest · your class

    Dispel Magic a slept ally. Holy Fire and Smite add damage while the tank is stable.

  • Rogue · your class

    Kick Sleep, and Gouge Healing Touch while Kick is on cooldown. Finish with Eviscerate.

  • Shaman · your class

    Earth Shock interrupts Sleep or Healing Touch. Keep Tremor Totem down to clear a Sleep that gets through.

  • Warlock · your class

    Put Bane of Agony and Corruption on him, and Drain Life back health if a Lightning Bolt hits you.

  • Warrior · your class

    Shield Bash his Sleep. Pull him on his own before you build threat; Verdan shares the room and comes next.

Verdan the Everliving

Level 21 elite · Same room as Lord Serpentis; guards the waterfall shortcut down

Optional

Hard-hitting elemental whose one ability, Grasping Vines, knocks down and roots everyone within 10 yards. Ranged stay at max range.

Watch for
  • Grasping VinesStay back

    1 sec cast. Damages everyone within 10 yards, knocks them down for 2 sec and roots them for 10 sec. Magic.

Group plan
Tank

Use defensive cooldowns; he hits very hard. Pull him only after Serpentis is dead. Kill him to open the waterfall shortcut.

Healer

Stand at max range, beyond 10 yards. Shield and HoT the tank before Grasping Vines knocks it down, then heal the vine damage on melee.

Damage

Ranged stay at max range so Grasping Vines misses you. Melee accept the root; you can still hit him from inside it.

Each class
  • Druid · your class

    Heal from beyond 10 yards. Rejuvenation and Regrowth on the tank before Grasping Vines keep it alive through the knockdown.

  • Hunter · your class

    Stay at max range so Grasping Vines misses you. Aspect of the Hawk and Aimed Shot carry your damage.

  • Mage · your class

    Stand at max range. If Grasping Vines roots you, Blink after the knockdown ends to break free.

  • Paladin · your class

    Blessing of Freedom frees a rooted ally from Grasping Vines. Devotion Aura cuts his heavy melee on the tank.

  • Priest · your class

    Dispel Magic removes the Grasping Vines root from an ally. Shield the tank ahead of each vine cast; it cannot act while knocked down.

  • Rogue · your class

    Expect the root and knockdown in melee; Evasion covers you if he turns on you. Kick has nothing to stop here.

  • Shaman · your class

    Heal from beyond 10 yards. Stoneskin Totem cuts his melee on the tank; Healing Stream Totem keeps ticking while you are rooted.

  • Warlock · your class

    Stay beyond 10 yards. Hand out Healthstones before the pull; Forever lets you make them from level 10.

  • Warrior · your class

    Keep Demoralizing Shout up and Shield Block his heaviest swings; he hits harder than any boss here. Save Retaliation for the last stretch.

Mutanus the Devourer

Level 22 elite · Naralex's chamber; rises from the pool after the ritual waves

Optional

Escort finale: protect the Disciple through two waves, then kill Mutanus, who sleeps one player and fears and stuns those near him.

Watch for
  • ThundercrackStay back

    Instant. Nature damage to players near him and a 2.5 sec stun.

  • TerrifyDispel magic

    Fears one player in melee range for 4 sec. Magic.

  • Naralex's NightmareInterrupt

    2 sec cast. Sleeps a player for up to 15 sec; any hostile action wakes them. Magic.

  1. EscortAfter all four Fanglords die

    Talk to the Disciple of Naralex at the entrance and escort him. Two raptors attack at the first turn, then vipers at the circle of torches.

  2. Ritual wavesAt Naralex

    The Disciple starts a long ritual. Three elite Deviate Moccasins come first, then many non-elite slimes. Kill them before they reach the Disciple.

  3. MutanusAfter the second wave

    Mutanus rises from the pool. Tank him away from the Disciple. If the Disciple dies, the event fails and needs a fresh run.

Group plan
Tank

Pick up each wave off the Disciple. Pull Mutanus away from him, and use defensive cooldowns for Thundercrack; melee near Mutanus take heavy damage.

Healer

Stay at max range, out of Thundercrack's reach. Top off melee after each Thundercrack. Dispel Naralex's Nightmare or ask for Tremor Totem.

Damage

Kill each wave before it reaches the Disciple. On Mutanus, ranged carry the damage from max range; interrupt Naralex's Nightmare.

Each class
  • Druid · your class

    Entangling Roots works indoors in Forever; root a Deviate Moccasin off the Disciple. Rejuvenation melee after each Thundercrack.

  • Hunter · your class

    Multi-Shot the slime wave. On Mutanus, stay at max range with Aimed Shot; Scorpid Sting lowers his hit chance in Forever.

  • Mage · your class

    Arcane Explosion and Frost Nova clear the slime wave. Polymorph one elite Deviate Moccasin while the group kills the others.

  • Paladin · your class

    Consecration under the waves holds them on the tank. Concentration Aura helps healers keep casting through Thundercrack damage.

  • Priest · your class

    Fear Ward, baseline at 20 in Forever, blocks one Terrify on a melee player. Dispel Magic wakes anyone hit by Naralex's Nightmare.

  • Rogue · your class

    Kick Naralex's Nightmare. Thundercrack damages and stuns melee, so watch your health; Vanish if a wave add turns on you.

  • Shaman · your class

    Tremor Totem removes Terrify's fear and Naralex's Nightmare's sleep. Fire Nova at your fire totem clears the slimes.

  • Warlock · your class

    Have your Voidwalker Torment wave adds off the Disciple. Curse of the Elements, trained at 20 in Forever, raises the magic damage he takes.

  • Warrior · your class

    Shield Bash Naralex's Nightmare. Thunder Clap in Defensive Stance holds the slime wave in Forever.