Checked for ForeverClassic Era habit: check in game
◆
Azuregos
Level ?? boss · Azshara: patrols the southern woods east of Lake Mennar
Blue dragon raid boss with no enrage timer. Talk to him to start it, dodge Manastorm, and rebuild threat after every Arcane Vacuum.
Watch for
Arcane VacuumTank
Teleports every player within 30 yards to him and wipes their threat. Players farther out keep theirs.
ManastormMove
A frost storm on an area for 10 sec that deals Frost damage and drains mana every 2 sec. Walk out.
Frost BreathNot in front
Frost cone in front of him that drains mana and slows movement for 5 sec.
CleaveNot in front
Hits his target and its nearest allies, up to 10 players. Keep everyone but the tank off his front.
ChillResistance
Hits nearby players for 744 to 956 Frost damage and slows their attacks and movement.
ReflectionStay back
Reflects harmful spells back at the caster for 10 sec. Casters hold their spells until it fades.
Mark of FrostStay back
Anyone who dies is marked for 15 min and is frozen in place if they come back near him.
Group plan
Tank
Speak to him to start the fight. Pull him to open ground and turn Frost Breath and Cleave away from the raid. Save Rage for each Arcane Vacuum: your threat drops to zero too, so build it back fast.
Healer
Stand at his side or back, never in front. Walk out of Manastorm early: it drains mana as well as health. When a Vacuum pulls you in, run back out. Dead players can't return, so heal ahead.
Damage
Stop all damage after every Arcane Vacuum until the tank has him again. He is immune to Arcane and resists Frost: use Fire, Shadow, Nature or physical damage. Casters hold spells during Reflection.
Each class
Druid · your class
Cast Wrath: he is immune to Arcane, so Moonfire and Starfire do nothing. Healers, Innervate a priest or shaman drained by Manastorm or Frost Breath.
Hunter · your class
Arcane Shot and Volley deal Arcane damage, which he ignores. Track Dragonkin finds his patrol. Feign Death if a Vacuum leaves you out at range holding threat.
Mage · your class
Cast Fire spells such as Fireball and Scorch: he is immune to Arcane and resists Frost. Stop casting during Reflection. Frost Ward soaks Chill and Frost Breath.
Paladin · your class
Run Frost Resistance Aura: in Forever it covers raid members within 30 yards. Keep Salvation on damage dealers; it no longer takes your blessing slot.
Priest · your class
Heal from his side and step out of Manastorm before it drains you. If healing threat pulls him to you after a Vacuum, Fade. Shadow priests hold casts during Reflection.
Rogue · your class
Hit him from behind. After each Arcane Vacuum, pause until the tank has him again. Feint, which drops twice the threat in Forever, if you climb near the tank.
Shaman · your class
Drop Frost Resistance Totem: in Forever it covers party and raid members nearby. Lightning Bolt works on him; hold your casts while Reflection is up.
Warlock · your class
Use Shadow Bolt and Bane of Agony, and stop casting during Reflection or your spells come back at you. Skip Searing Pain after a Vacuum: it causes high threat.
Warrior · your class
Bank Rage before each Arcane Vacuum, then Taunt and Sunder Armor right away to take him back. Frost Resistance gear blunts Chill and Frost Breath.
Level ?? boss · Blasted Lands: the south end of the Tainted Scar
Demon raid boss with a 3 minute enrage. Every death near him heals him, so dispel fast, keep everyone alive and burn him down.
Watch for
Shadow Bolt VolleyResistance
Shadow bolts hit every player near him, through walls and line of sight.
Mark of KazzakRemove curse
Curse on a mana user: drains 250 mana a second, then explodes on nearby players when the mana runs out.
Twisted ReflectionDispel magic
Magic debuff for 45 sec: each time he damages that player, he heals 25,000.
Capture SoulHeal through
Heals him 70,000 each time a player, pet or totem dies near him.
Void BoltTank
1.5 sec cast at his target: heavy Shadow damage and 50% slower movement for 10 sec.
CleaveNot in front
Hits his target and players next to it. Keep the raid off his front.
ThunderclapHeal through
Nature damage to nearby players that slows their attacks and movement.
FrenzyBurst
After 3 minutes he goes into a frenzy and casts Shadow Bolt Volley nonstop, which wipes the raid.
Group plan
Tank
Pick him up at once and face him away from the raid so Cleave hits only you. Void Bolt hits hard and slows you: wear shadow resistance and keep a defensive cooldown for emergencies.
Healer
Shadow Bolt Volley hits everyone, so heal the whole raid. Priests and paladins dispel Twisted Reflection the moment it lands. Nobody may die: each death heals him 70,000.
Damage
Kill him before 3 minutes. Watch threat: a death heals him. Mages and druids remove Mark of Kazzak at once; if it stays on you, run from the raid before your mana runs out.
Each class
Druid · your class
Remove Curse on Mark of Kazzak the moment it lands; feral druids shift out to help. A marked player who runs dry explodes on the raid, and each death heals him.
Hunter · your class
Track Demons shows him. Keep your pet out of harm or dismiss it: a pet death heals him 70,000. You use mana, so Mark of Kazzak can land on you too.
Mage · your class
Remove Lesser Curse on Mark of Kazzak at once. Stay above 1,000 mana so a mark on you has time to be removed before it explodes.
Paladin · your class
Cleanse Twisted Reflection the moment it lands. Run Shadow Resistance Aura: in Forever it covers raid members within 30 yards, not only your party.
Priest · your class
Dispel Magic on Twisted Reflection the moment it lands. Put Shadow Protection on the raid before the pull and use Prayer of Healing on the volleys.
Rogue · your class
Attack from his side or back, away from Cleave. Feint, which drops twice the threat in Forever, before you pass the tank: a rogue he kills heals him.
Shaman · your class
Skip Grounding Totem: a totem he destroys heals him 70,000, the same as a player death. Chain Heal the Shadow Bolt Volley damage.
Warlock · your class
Put up Shadow Ward for the volleys. Curse of the Elements covers Shadow in Forever. Keep your demon alive or dismiss it: a pet death heals him.
Warrior · your class
Face him away from the raid. Save Shield Wall for emergencies, since a tank death heals him; in Forever it no longer shares a cooldown with Recklessness.
Level ?? boss · A Dream portal: Duskwood, Ashenvale, Feralas or The Hinterlands
Dragon of Nightmare with chain lightning and waves of druid spirits at 75, 50 and 25%. Two tanks, a spread raid and quick area damage.
Watch for
Lightning WaveSpread out
Lightning that jumps between up to 10 players, hitting harder with each jump.
Summon Demented Druid SpiritKill adds
At 75, 50 and 25%: one druid spirit per player. They cast Silence, Curse of Thorns and Moonfire.
Noxious BreathTank swap
Frontal breath: 350 to 450 damage every 3 sec for 30 sec and 10 sec added to all cooldowns. Stacks up to 6.
Tail SweepNot behind
Damages everyone in a cone behind the dragon and knocks them back.
Seeping FogMove
Sends out two roaming Dream Fog clouds. Touching one puts you to sleep. Walk away from them.
Mark of NatureStay back
Anyone who dies is marked for 15 min. Rejoining the fight while marked gets you stunned by Aura of Nature.
Group plan
Tank
Pull her to open ground and turn her sideways so the raid stands at her flanks. Two tanks trade her as Noxious Breath stacks. Pick up loose spirits when they spawn.
Healer
Spread out around her so Lightning Wave can't jump far. Walk away from the fog clouds. Expect Moonfire, Silence and Curse of Thorns when the spirits come at 75, 50 and 25%.
Damage
She is immune to Nature damage. At 75, 50 and 25%, kill the Demented Druid Spirits fast with area attacks, then go back to her. Stay spread for Lightning Wave.
Each class
Druid · your class
She is immune to Nature, so skip Wrath and Insect Swarm; cast Starfire and Moonfire. Remove Curse takes the spirits' Curse of Thorns off players.
Hunter · your class
Serpent Sting is Nature damage, which she ignores. Volley the spirits when they spawn. Aspect of the Wild, raid-wide in Forever, softens Lightning Wave.
Mage · your class
Stand close enough to Arcane Explosion the spirits as they spawn, and Frost Nova them first. Remove Lesser Curse takes off their Curse of Thorns.
Paladin · your class
Drop Consecration under the spirits as they spawn; every paladin trains it at 20 in Forever. Cleanse takes the spirits' Silence off healers.
Priest · your class
Dispel Magic takes the spirits' Silence off other healers. Stay spread for Lightning Wave, and Renew players the spirits' Moonfire is burning.
Rogue · your class
Instant Poison deals Nature damage, which she ignores. Turn on Blade Flurry when the spirits spawn so each swing hits two of them.
Shaman · your class
Lightning Bolt and Chain Lightning are Nature: she is immune. Melee or heal instead, and keep Tremor Totem down: it removes sleep from party members.
Warlock · your class
Shadow and Fire spells work; she is immune to Nature only. Rain of Fire the Demented Druid Spirits as they spawn at 75, 50 and 25%.
Warrior · your class
Tanks, swap on Noxious Breath: it adds 10 sec to every cooldown, Taunt included. Damage dealers, Whirlwind the spirits when they spawn.
Level ?? boss · A Dream portal: Duskwood, Ashenvale, Feralas or The Hinterlands
Dragon of Nightmare that sprays shadow bolts to one side, then the other, and heals from spirit shades at 75, 50 and 25%. Stack and turn him.
Watch for
Shadow Bolt WhirlStack up
Fires shadow bolts from one side of him, then the other, switching every four. Stack on the quiet side.
Draw SpiritKill adds
At 75, 50 and 25%: stuns players within 100 yards for 5 sec and pulls a Spirit Shade out of each one.
Dark OfferingKill adds
A Spirit Shade that reaches Lethon heals him. Area attacks don't hurt Shades: kill each with single-target attacks.
Noxious BreathTank swap
Frontal breath: 350 to 450 damage every 3 sec for 30 sec and 10 sec added to all cooldowns. Stacks up to 6.
Tail SweepNot behind
Damages everyone in a cone behind the dragon and knocks them back.
Seeping FogMove
Sends out two roaming Dream Fog clouds. Touching one puts you to sleep. Walk away from them.
Mark of NatureStay back
Anyone who dies is marked for 15 min. Rejoining the fight while marked gets you stunned by Aura of Nature.
Group plan
Tank
Two tanks trade him on Noxious Breath. Turn him so the side firing Shadow Bolt Whirl faces away from the raid: when his feet glow four times on one side, turn him.
Healer
Stack with the raid at his side. If the whirl reaches the stack, use group heals at once. Expect a 5 sec stun on everyone within 100 yards at 75, 50 and 25%.
Damage
He is immune to Nature. At 75, 50 and 25%, kill Spirit Shades one at a time before they reach him, or have most damage dealers step past 100 yards as he nears each mark.
Each class
Druid · your class
He is immune to Nature, so cast Starfire and Moonfire. Hurricane won't touch the Spirit Shades; Moonfire them one at a time as they walk in.
Hunter · your class
Serpent Sting is Nature damage, which he ignores. When the Spirit Shades walk in, shoot them one at a time with Arcane Shot and send your pet at another.
Mage · your class
Arcane Explosion and Blizzard won't hurt the Spirit Shades. Kill them one by one with instant Fire Blast while they walk to him.
Paladin · your class
Run Shadow Resistance Aura for Shadow Bolt Whirl: in Forever it covers raid members within 30 yards. Consecration won't hit the Spirit Shades.
Priest · your class
Shadow Protection on the raid blunts Shadow Bolt Whirl. If bolts reach the stack, Prayer of Healing the group they hit right away.
Rogue · your class
Instant Poison deals Nature damage, which he ignores. At 75, 50 and 25%, Sprint to the nearest Spirit Shade and kill it before it reaches him.
Shaman · your class
He is immune to Nature, so Lightning Bolt and Earth Shock do nothing to him. Flame Shock and Frost Shock the Spirit Shades, or Chain Heal the stack.
Warlock · your class
Shadow Ward absorbs Shadow Bolt Whirl damage. Rain of Fire and Hellfire won't touch Spirit Shades: Shadow Bolt them one at a time.
Warrior · your class
Tanks, turn him after four glows on one side and swap on Noxious Breath. Damage dealers, Whirlwind misses the Spirit Shades: strike them one at a time.
Level ?? boss · A Dream portal: Duskwood, Ashenvale, Feralas or The Hinterlands
Dragon of Nightmare that tests healers: a spreading disease, raid-wide damage at 75, 50 and 25%, and deadly mushrooms where anyone dies.
Watch for
Volatile InfectionCure disease
Disease for 2 min: the target hits players near them for 875 to 1125 Nature damage every 5 sec.
Corruption of the EarthHeal through
At 75, 50 and 25%: everyone within 100 yards loses 20% of their health every 2 sec for 10 sec.
Spore CloudMove
A mushroom grows where a player dies and gives off Spore Cloud: 468 to 632 damage a second. Keep clear of it.
Noxious BreathTank swap
Frontal breath: 350 to 450 damage every 3 sec for 30 sec and 10 sec added to all cooldowns. Stacks up to 6.
Tail SweepNot behind
Damages everyone in a cone behind the dragon and knocks them back.
Seeping FogMove
Sends out two roaming Dream Fog clouds. Touching one puts you to sleep. Walk away from them.
Mark of NatureStay back
Anyone who dies is marked for 15 min. Rejoining the fight while marked gets you stunned by Aura of Nature.
Group plan
Tank
Two tanks trade her on Noxious Breath; turn her sideways so the raid can spread at her flanks. Keep a defensive cooldown for each Corruption of the Earth. Stay off mushrooms.
Healer
Cure Volatile Infection the moment it lands. Top everyone off before 75, 50 and 25%: Corruption of the Earth takes 20% health every 2 sec for 10 sec. Stay off mushrooms.
Damage
She is immune to Nature. Spread so Volatile Infection hits few. Before 75, 50 and 25%, ranged can step past 100 yards to miss Corruption of the Earth. Don't die: a corpse grows a mushroom.
Each class
Druid · your class
She is immune to Nature, so cast Starfire and Moonfire. Tranquility carries your party through Corruption of the Earth; Wild Growth is a new Forever option.
Hunter · your class
Serpent Sting is Nature damage, which she ignores. Aspect of the Wild, raid-wide in Forever, softens Volatile Infection. Step past 100 yards before 75, 50 and 25%.
Mage · your class
Fire and Frost both work; she is immune to Nature only. Before 75, 50 and 25%, Blink and run past 100 yards to miss Corruption of the Earth, then come back.
Paladin · your class
Cleanse Volatile Infection the moment it lands. Lay on Hands can save a player Corruption of the Earth would kill, and so prevent a mushroom.
Priest · your class
Abolish Disease on Volatile Infection at once; it keeps checking for 20 sec. Shield and heal through Corruption of the Earth at 75, 50 and 25%.
Rogue · your class
Instant Poison deals Nature damage, which she ignores. Before 75, 50 and 25%, Sprint out past 100 yards to miss Corruption of the Earth, then return.
Shaman · your class
Disease Cleansing Totem handles Volatile Infection in your party; Nature Resistance Totem, raid-wide in Forever, softens it. Lightning Bolt won't hurt her.
Warlock · your class
Shadow and Fire spells work; she is immune to Nature only. Use a Healthstone if Corruption of the Earth catches you. Spread from other players.
Warrior · your class
Tanks, swap on Noxious Breath and save Shield Wall for a Corruption of the Earth. Damage dealers, step past 100 yards before 75, 50 and 25%.
Level ?? boss · A Dream portal: Duskwood, Ashenvale, Feralas or The Hinterlands
Dragon of Nightmare that fears the raid and splits into three Shades at 75, 50 and 25%. Bring at least three tanks and fear protection.
Watch for
Bellowing RoarResistance
1.5 sec cast that fears nearby players for 4 sec, tanks included.
Arcane BlastHeal through
Hits one player for heavy Arcane damage and knocks them back.
Summon Shade of TaerarKill adds
At 75, 50 and 25%: he goes inactive and can't be targeted while three Shades of Taerar fight.
Acid BreathNot in front
Shade attack: Nature cone in front of a Shade that keeps damaging those hit for 45 sec.
Poison CloudMove
Shade attack: 350 Nature damage a second for 10 sec to players near the Shade. Step out.
Noxious BreathTank swap
Frontal breath: 350 to 450 damage every 3 sec for 30 sec and 10 sec added to all cooldowns. Stacks up to 6.
Tail SweepNot behind
Damages everyone in a cone behind the dragon and knocks them back.
Seeping FogMove
Sends out two roaming Dream Fog clouds. Touching one puts you to sleep. Walk away from them.
Mark of NatureStay back
Anyone who dies is marked for 15 min. Rejoining the fight while marked gets you stunned by Aura of Nature.
Dragon100–75%, and between Shade sets
Tank him sideways with two tanks trading on Noxious Breath. Be fear-proof for Bellowing Roar, dodge the fog clouds and stay off his front and tail.
ShadesAt 75, 50 and 25%
He goes inactive and three Shades of Taerar appear. One tank takes each and turns it away from the others. Kill them one at a time; he comes back when all three are dead.
Group plan
Tank
Bring at least three tanks: one for each Shade at 75, 50 and 25%, turned away from the raid and each other. Be fear-proof for Bellowing Roar with Fear Ward, Tremor Totem or Berserker Rage.
Healer
Set up Fear Ward and Tremor Totem before Bellowing Roar. Arcane Blast knocks a player back for big damage. Heal the Shade tanks through Acid Breath and dodge the fog.
Damage
He is immune to Nature. At 75, 50 and 25%, hold damage until the Shade tanks have threat, then kill the Shades one at a time. Stay out of Poison Cloud and off their fronts.
Each class
Druid · your class
A bear can tank one Shade: Growl it off the raid. Balance druids cast Starfire and Moonfire; he is immune to Nature, so skip Wrath.
Hunter · your class
Serpent Sting is Nature damage, which he ignores. Aspect of the Wild, raid-wide in Forever, softens the Shades' Poison Cloud and Acid Breath.
Mage · your class
Cast at the Shade the tanks call, one at a time. Arcane Explosion takes you into a Shade's Poison Cloud, so stay at range.
Paladin · your class
A protection paladin can tank one Shade: with Seal of Fury, Judgement taunts in Forever. Keep it turned away from the other Shades.
Priest · your class
Fear Ward the tanks before each Bellowing Roar. Every priest has it in Forever, but it has a 3 min cooldown: rotate priests between tanks.
Rogue · your class
Instant Poison deals Nature damage, which he ignores. Hit each Shade from its side, away from Acid Breath, and step out of Poison Cloud.
Shaman · your class
Drop Tremor Totem by your party before each Bellowing Roar; Totemic Projection moves it in Forever. Nature Resistance Totem softens the Shades' Nature attacks.
Warlock · your class
Shadow Bolt the Shade the tanks call; he is immune to Nature, not Shadow. Skip Searing Pain on a Shade until its tank has it: it causes high threat.
Warrior · your class
Use Berserker Rage in Berserker Stance as Bellowing Roar starts; Forever's Tactical Mastery keeps 10 Rage on the stance swap. Off-tanks, Taunt a Shade each.