Your class Druid Hunter Mage Paladin Priest Rogue Shaman Warlock WarriorAll
Wailing Caverns
Levels 15-25 11 bosses
The Barrens (46, 36), Lushwater Oasis cave southwest of Crossroads; Classic approach coordinates.
Checked for Forever Classic Era habit: check in game
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 Slumber Interrupt2.5 sec cast. Puts one player to sleep for up to 15 sec; any hostile action wakes them. Magic.
Lightning Bolt Interrupt3 sec cast. Nature bolt at a player from up to 40 yards.
Healing Touch InterruptHeals himself when his health runs low.
Serpent Form TankBecomes a serpent for 10 sec: more physical damage, but he cannot cast spells.
Group plan TankInterrupt 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.
HealerKeep 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.
DamageInterrupt 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.
Rare hydra that swims in the outer cave pool; no special abilities are documented, so treat it as a straight melee fight.
Group plan TankFind him in the pool and pull him toward the bank so casters can reach him. No abilities are documented; expect plain melee hits.
HealerHeal from the bank, not from deep water. Watch your breath bar if the fight stays underwater.
DamageAttack 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.
First druid Fanglord: interrupt Sleep, Healing Touch and Lightning Bolt, and clear the raptors nearby first so they don't join.
Watch for Sleep Interrupt1.5 sec cast. Puts a player to sleep for up to 20 sec; damage wakes them. Magic.
Lightning Bolt Interrupt3 sec cast. Nature bolt at her target from up to 40 yards.
Healing Touch InterruptHeals herself or an ally.
Thorns Aura Heal throughDeals Nature damage to anyone who strikes her or her allies in melee. Cannot be purged.
Group plan TankClear 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.
HealerExpect 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.
DamageInterrupt 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.
Neutral, heavily armored turtle that wanders the river; a long tank-and-spank fight with no confirmed special abilities.
Group plan TankHe 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.
HealerPace your mana on the tank for a long fight. He has nothing to dispel or interrupt.
DamageCasters 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.
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 Slumber Interrupt2.5 sec cast. Puts a player to sleep for up to 15 sec; any hostile action wakes them. Magic.
Lightning Bolt Interrupt3 sec cast. Nature bolt at a player from up to 40 yards.
Healing Touch InterruptHeals himself or an ally.
Cobrahn Serpent Form Heal throughTurns into a serpent at low health: harder hits, 43% slower attacks.
Poison Cure poisonNature damage every 3 sec for 30 sec on his melee target. Poison effect.
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.
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 TankGrab the three pythons with area threat, then hold Cobrahn. Use a defensive cooldown when he turns serpent, more so if the healer is asleep.
HealerWatch for Druid's Slumber on yourself. In Serpent Form he hits the tank harder and adds Poison; cure it or ask a curer to.
DamageArea-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.
Rare dragon with no abilities of its own; the danger is the Druids of the Fang near it. Control a druid and focus fire.
Group plan TankExpect several elites on you at once. Hold the dragon and any free druid while crowd control keeps another druid out. Use defensive cooldowns early.
HealerThe 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.
DamageCrowd 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.
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 Sleep Interrupt1.5 sec cast. Puts a player to sleep for up to 20 sec; damage wakes them. Magic.
Lightning Bolt Interrupt3 sec cast. Nature bolt at a player from up to 40 yards.
Healing Touch InterruptHeals himself or an ally.
Thunderclap Stay backNature damage to everyone within 10 yards; slows their attacks and movement.
Group plan TankHold 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.
HealerStand more than 10 yards from Pythas so Thunderclap misses you. Expect heavy melee on the tank and watch for Sleep on yourself.
DamageCrowd 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.
Optional thunder lizard whose one spell, Chained Bolt, arcs between nearby players. Spread out, and stop him when he flees at low health.
Group plan TankFace 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.
HealerStand apart from other players so Chained Bolt cannot arc to you. The damage is light; save mana for the pulls after him.
DamageSpread 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.
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 Sleep Interrupt1.5 sec cast. Puts a player to sleep for up to 20 sec; damage wakes them. Magic.
Lightning Bolt Interrupt3 sec cast. Nature bolt at a player from up to 40 yards.
Healing Touch InterruptHeals himself or an ally.
Group plan TankClear the mobs around him first, then pull him on his own; Verdan shares the room and comes next. Keep him off the casters.
HealerHe has no adds, but Sleep can still land on you. Stay in range of the tank.
DamageInterrupt 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.
Hard-hitting elemental whose one ability, Grasping Vines, knocks down and roots everyone within 10 yards. Ranged stay at max range.
Group plan TankUse defensive cooldowns; he hits very hard. Pull him only after Serpentis is dead. Kill him to open the waterfall shortcut.
HealerStand at max range, beyond 10 yards. Shield and HoT the tank before Grasping Vines knocks it down, then heal the vine damage on melee.
DamageRanged 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.
Escort finale: protect the Disciple through two waves, then kill Mutanus, who sleeps one player and fears and stuns those near him.
Watch for Thundercrack Stay backInstant. Nature damage to players near him and a 2.5 sec stun.
Terrify Dispel magicFears one player in melee range for 4 sec. Magic.
Naralex's Nightmare Interrupt2 sec cast. Sleeps a player for up to 15 sec; any hostile action wakes them. Magic.
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.
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.
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 TankPick up each wave off the Disciple. Pull Mutanus away from him, and use defensive cooldowns for Thundercrack; melee near Mutanus take heavy damage.
HealerStay at max range, out of Thundercrack's reach. Top off melee after each Thundercrack. Dispel Naralex's Nightmare or ask for Tremor Totem.
DamageKill 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.