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Zul'Farrak

Levels 44-54 (Era baseline)14 bosses

Tanaris [39, 20], northwest of Gadgetzan; Era world coordinates.

Checked for ForeverClassic Era habit: check in game

Zerillis

Level 45 rare elite · Patrols near the entrance, before the turn toward Theka

Rare

Rare ranged troll who shoots, nets and slows from range, with an escort; break line of sight so he runs into melee.

Watch for
  • ShootTank

    Ranged shot for Physical damage.

  • Frost ShotDispel magic

    Ranged shot that adds Frost damage and slows movement by 60% for 10 sec. Magic.

  • NetTank

    Pins a player in place; cast from up to 20 yards away.

Group plan
Tank

Tag him, then step out of his line of sight so he has to run to you; he keeps shooting while he can see you. Pick up his escort too.

Healer

Stay out of his sight until the tank has him in melee. Dispel Frost Shot if it slows the tank on the way in.

Damage

Crowd-control his escort or kill it fast, then focus Zerillis once he is in melee with the tank.

Each class
  • Druid · your class

    In Bear Form, Faerie Fire is free and builds threat in Forever. Tag him with it, then step behind cover so he has to come to you.

  • Hunter · your class

    Freezing Trap his escort; Forever traps work in combat and drop at your feet. Distracting Shot pulls Zerillis off a caster he is shooting.

  • Mage · your class

    Polymorph his escort before the pull. If Net pins you, Blink frees you from immobilize effects.

  • Paladin · your class

    Blessing of Freedom makes a player immune to Net and Frost Shot's slow for 10 sec. Put it on the tank as you break line of sight.

  • Priest · your class

    Dispel Magic clears Frost Shot's slow. Stay behind cover until the tank pulls him in, and Power Word: Shield whoever he is shooting.

  • Rogue · your class

    Sap his escort before the pull; in Forever, Sap no longer breaks your Stealth, so you can still open on Zerillis once he reaches the tank.

  • Shaman · your class

    Windwall Totem (36) cuts the ranged damage his shots deal to the party. Earthbind Totem slows him and his escort if they run.

  • Warlock · your class

    Send the Voidwalker in with the tank and Torment him if he shoots a caster. Curse of Weakness trims the damage of his Shoot.

  • Warrior · your class

    Shoot or throw to tag him, then back behind cover so he runs into melee. Forever lets Thunder Clap work in Defensive Stance to hold his escort.

Sandarr Dunereaver

Level 45 rare elite · Near the entrance junction, on the path to Gahz'rilla's pool

Rare

Rare melee troll who hits hard with Strike, interrupts casters with Pummel and shouts to weaken melee; tank him away from the packs around him.

Watch for
  • StrikeTank

    His next melee swing hits harder than normal.

  • PummelStay back

    Melee-range hit that interrupts the spell a player is casting.

  • Demoralizing ShoutTank

    Lowers the melee attack power of players near him for 30 sec.

Group plan
Tank

Pull him clear of nearby trolls so no adds join. Hold him where he stands; Strike makes his hits spike.

Healer

Heal from outside his melee reach so Pummel cannot stop your casts, and keep a heal over time on the tank for Strike spikes.

Damage

Let the tank build threat first; he hits cloth hard. Focus him and don't pull the packs around him.

Each class
  • Druid · your class

    Tank in Bear Form with Demoralizing Roar up to blunt his swings. In Cat Form, Cower drops your threat if you pull him off the tank.

  • Hunter · your class

    Send your pet in after the tank, not before. If he turns on you, Feign Death drops you off his threat list.

  • Mage · your class

    Hold your casts until the tank has threat. If he reaches you, Frost Nova and Blink away, and don't run him into the trolls nearby.

  • Paladin · your class

    As tank, Seal of Fury makes Judgement taunt in Forever, so you can take him back fast. Blessing of Protection saves a cloth player he catches.

  • Priest · your class

    Power Word: Shield the tank before the pull and keep Renew rolling for his Strike spikes. If he turns on you, Fade.

  • Rogue · your class

    Open from behind once the tank holds him. Feint keeps you under the tank; Forever doubled its threat cut.

  • Shaman · your class

    Stoneskin Totem by the tank softens his melee, and Strength of Earth Totem helps the melee burn him faster.

  • Warlock · your class

    Curse of Weakness lowers his physical damage. Keep the Voidwalker ready to Torment him off a caster.

  • Warrior · your class

    Keep Demoralizing Shout up and use Shield Block to soften his Strike hits. Revenge and Sunder Armor hold threat.

Antu'sul

Level 48 elite · Basilisk cave on a side path east of the scarab courtyard

Optional

Shaman boss who calls basilisk waves, drops root and healing totems, and heals himself; kill adds and totems and interrupt his heals.

Watch for
  • Antu'sul's MinionKill adds

    Calls Sul'lithuz basilisks to fight for him: a non-elite wave at the pull, then elite Servants as his health drops.

  • Earthgrab TotemKill adds

    Totem that lasts 30 sec and roots nearby players over and over. Kill it.

  • Healing WardKill adds

    Ward that lasts 30 sec and heals his allies around it. Kill it.

  • Healing Wave of Antu'sulInterrupt

    1 sec cast that heals him for a large amount.

  • PetrifyDispel magic

    Servant of Antu'sul stuns a player but raises their armor by 30%. Magic.

Group plan
Tank

Clear the basilisks outside and keep everyone off the cave mouth; stepping near it starts the fight. When ready, step in yourself, then grab each elite Servant as it appears.

Healer

Stand back, clear of the Earthgrab Totem. The fight is long and the adds go for the healer, so start full on mana and save cooldowns for the late Servants.

Damage

AoE the non-elite wave at the pull, kill each totem the moment it drops, interrupt his heals, and switch to every elite Servant when it appears.

Each class
  • Druid · your class

    In Bear Form, Swipe hits three targets and scales with attack power in Forever; use it on the opening wave. Challenging Roar pulls loose basilisks off the healer.

  • Hunter · your class

    Old reports say a pet pull skips the opening basilisk wave; test it. Frost Trap at your feet slows the wave, and Forever traps work in combat.

  • Mage · your class

    Frost Nova and Arcane Explosion clear the opening wave. Counterspell Healing Wave of Antu'sul; it is only a 1 sec cast, so watch his cast bar.

  • Paladin · your class

    Blessing of Freedom keeps a player free of Earthgrab roots, and Cleanse (42) removes Petrify. Consecration, trained by every Forever paladin, hits the wave.

  • Priest · your class

    Dispel Magic removes Petrify from the tank. Shield yourself before the pull, since the wave runs at the healer, and Fade if basilisks stick to you.

  • Rogue · your class

    Kick every Healing Wave of Antu'sul, then hit totems the moment they land. Blade Flurry (30 talent) splits your damage across the basilisks.

  • Shaman · your class

    Earth Shock his Healing Wave of Antu'sul. Magma Totem burns the opening wave; in Forever, Fire Nova also erupts from your active fire totem.

  • Warlock · your class

    Old reports say a Voidwalker pull skips the opening basilisk wave; test it. Curse of Tongues makes his healing casts 50% slower.

  • Warrior · your class

    Challenging Shout or Thunder Clap, usable in Defensive Stance in Forever, holds the basilisks off the healer. Shield Bash his Healing Wave of Antu'sul.

Theka the Martyr

Level 45-46 elite · Scarab courtyard beside the Tablet of Theka

Optional

Undead troll who casts a disease and, at low health, turns immune to Physical and Shadow damage for 30 sec; stun him or switch to other magic.

Watch for
  • Fevered PlagueCure disease

    4.5 sec cast: Nature damage, then a disease that ticks every 5 sec for 3 min.

  • Theka TransformCrowd control

    At low health he becomes immune to Physical and Shadow damage for 30 sec.

  1. Phase 1Pull to low health

    Tank and spank. Cure Fevered Plague and interrupt it when you can. Stun him as he nears low health; several sources say a stun then stops the transform.

  2. Phase 2Low health, 30 sec

    Immune to Physical and Shadow damage. Fire, Frost, Arcane, Nature and Holy still land. Keep him away from the scarabs until it fades or he dies.

Group plan
Tank

Clear the scarabs near him first and pull Theka clear of the rest. When he turns immune, your hits won't land for 30 sec; keep him faced away and on you.

Healer

Cure Fevered Plague quickly; the disease ticks for 3 min. Keep the tank up through the immune phase, when the group's damage drops.

Damage

Stun him as he nears low health to stop the immunity. If it goes up, casters use Fire, Frost, Arcane, Nature or Holy. Skip AoE near the scarabs.

Each class
  • Druid · your class

    Moonfire and Wrath still hurt him while he is immune to Physical. In Bear Form, Bash him as he nears low health to try to stop the transform.

  • Hunter · your class

    Serpent Sting and Arcane Shot still land during his immunity; Auto Shot and your pet's attacks do not.

  • Mage · your class

    You carry the immune phase: Fire, Frost and Arcane spells all land. Frostbolt also slows him if he turns on a caster.

  • Paladin · your class

    He is undead, so Exorcism hits him even while he is immune to Physical. Hammer of Justice as he nears low health can stop the transform.

  • Priest · your class

    Cure Disease or Abolish Disease (32) on Fevered Plague. Smite and Holy Fire still hurt him during the immunity; Shadow spells do nothing.

  • Rogue · your class

    Pool energy and save Kidney Shot (30) with full combo points for when he nears low health; a stun then can stop the transform. Kick Fevered Plague.

  • Shaman · your class

    Lightning Bolt and Frost Shock still hurt him when he is immune. Disease Cleansing Totem (38) or Cure Disease clears Fevered Plague.

  • Warlock · your class

    He turns immune to Shadow, so finish him with Immolate and Searing Pain. Your Imp's Firebolt still lands.

  • Warrior · your class

    Shield Bash or Pummel (38) his 4.5 sec Fevered Plague. Concussion Blow (30 talent) as he nears low health can stop the immunity.

Witch Doctor Zum'rah

Level 46 elite · Graveyard of shallow graves; turns hostile when you come close

Optional

Shadow caster who raises zombies from nearby graves and drops a skeleton totem; open graves first, interrupt his volleys and kill adds fast.

Watch for
  • Shadow BoltInterrupt

    3 sec cast that hits one player for Shadow damage.

  • Shadow Bolt VolleyInterrupt

    3 sec cast that hits nearby players for Shadow damage.

  • Healing WaveInterrupt

    3 sec cast that heals him or an ally.

  • Ward of Zum'rahKill adds

    Totem that lasts 20 sec and keeps summoning Skeletons of Zum'rah.

  • Summon Zul'Farrak ZombiesKill adds

    Raises Zul'Farrak Zombies from a nearby grave that has not been opened yet.

Group plan
Tank

Open the graves near him and kill what climbs out before you engage; fewer closed graves means fewer zombies. Then walk in to aggro him and gather each zombie and skeleton.

Healer

Stand back with line of sight to the tank, out of the adds' path. His volleys hit the whole group, so pace your mana.

Damage

Interrupt Shadow Bolt Volley first and Healing Wave second. Kill the Ward of Zum'rah totem at once, then the zombies, then Zum'rah.

Each class
  • Druid · your class

    In Bear Form, Feral Charge (20 talent) or Bash stops a Shadow Bolt Volley. Swipe holds the zombies, and it scales with attack power in Forever.

  • Hunter · your class

    Stand where the zombies will come and lay a Frost Trap; Forever lets you set traps in combat, at your feet. Volley (40) hits packed adds.

  • Mage · your class

    Counterspell Shadow Bolt Volley first. Frost Nova and Arcane Explosion handle zombies and skeletons once the tank has them.

  • Paladin · your class

    Zombies and skeletons are undead: Exorcism and Turn Undead work on them. Shadow Resistance Aura softens his volleys.

  • Priest · your class

    Shadow Protection (30) on each player before the pull blunts his Shadow damage. Shackle Undead a zombie that gets loose.

  • Rogue · your class

    Kick Shadow Bolt Volley first and Healing Wave second. Kidney Shot (30) covers a volley while Kick is down; then hit the Ward of Zum'rah totem.

  • Shaman · your class

    Earth Shock his Shadow Bolt Volley. Grounding Totem (30) soaks a single-target Shadow Bolt, and Magma Totem burns grouped zombies.

  • Warlock · your class

    Curse of Tongues slows his casts by 50%. A Felhunter's Spell Lock (36) stops a volley, and Shadow Ward absorbs some of his Shadow damage.

  • Warrior · your class

    Shield Bash or Pummel (38) his Shadow Bolt Volley. Thunder Clap, usable in Defensive Stance in Forever, holds the zombies on you.

Dustwraith

Level 45 rare elite · Varies: graveyard by Zum'rah, or huts near the pyramid stairs

Rare

Rare melee troll with a poison; pull him away from Zum'rah and the graves and cure the poison on the tank.

Watch for
  • Virulent PoisonCure poison

    Poison that deals Nature damage every 3 sec.

  • Sinister StrikeTank

    Instant strike that adds a little damage to his melee hit.

Group plan
Tank

Pull him away from Zum'rah and the graves so you don't start that fight too. Hold any troll that comes with him.

Healer

Cure Virulent Poison on the tank, or heal through it if no one in the group can.

Damage

Control any troll that comes with him and focus Dustwraith first. Pull him with range rather than walking up to Zum'rah.

Each class
  • Druid · your class

    Abolish Poison clears Virulent Poison and keeps checking for more. In Bear Form, Demoralizing Roar trims his melee.

  • Hunter · your class

    Pull him with a shot toward the tank, away from Zum'rah. Freezing Trap a troll that comes with him; Forever traps work in combat.

  • Mage · your class

    Polymorph a troll that comes with him, then burn Dustwraith. Frost Nova if he turns on you.

  • Paladin · your class

    Purify removes Virulent Poison, and so does Cleanse (42). Blessing of Protection saves a cloth player he catches.

  • Priest · your class

    You can't cure poison, so keep Renew and Power Word: Shield on the tank and let a druid, paladin or shaman remove it.

  • Rogue · your class

    Sap a troll that walks with him before the pull; in Forever, Sap no longer breaks Stealth. Then open on Dustwraith from behind.

  • Shaman · your class

    Poison Cleansing Totem removes a poison from the party every 5 sec. Cure Poison handles one target.

  • Warlock · your class

    Let the Voidwalker hold a troll that comes with him while you burn Dustwraith. Curse of Weakness lowers his physical damage.

  • Warrior · your class

    Pull him clear of the graves first. Keep Demoralizing Shout up, and use Thunder Clap, usable in Defensive Stance in Forever, if adds join.

Sandfury Executioner

Level 46 elite · Top of the pyramid, beside the prisoner cages

Melee troll atop the pyramid with Cleave and Execute; kill him for the Executioner's Key, which opens a cage and starts the pyramid event.

Watch for
  • CleaveNot in front

    Hits his target and the nearest ally for weapon damage plus a little more.

  • ExecuteHeal through

    Finishing blow he can use on a target at 20% health or less.

  • Berserker StanceTank

    Takes an aggressive warrior stance.

Group plan
Tank

Face him away from the group so Cleave hits only you. Stay above 20% health; Execute only works below that.

Healer

Keep the tank above 20% health so Execute can't land. Rest to full before anyone opens a cage.

Damage

Attack from behind. Loot the Executioner's Key, rest and rebuff, then open a cage; the troll waves start soon after.

Each class
  • Druid · your class

    Tank in Bear Form facing him away from the group. Frenzied Regeneration (36) helps you stay out of Execute range.

  • Hunter · your class

    Stay at range and keep your pet behind him, out of Cleave. Feign Death if he turns on you.

  • Mage · your class

    Stay at range; Cleave only reaches melee. Use Evocation after the kill so you start the pyramid event full.

  • Paladin · your class

    Lay on Hands saves a tank about to drop into Execute range. If he turns on a healer, Judgement under Seal of Fury taunts him back in Forever.

  • Priest · your class

    Keep the tank above 20% with Renew and Power Word: Shield; Execute only lands below that. Rest to full before the cage opens.

  • Rogue · your class

    Hit him from behind so Cleave can't reach you. Evasion if he turns on you.

  • Shaman · your class

    Stoneskin Totem by the tank cuts his melee. Keep Healing Stream Totem down and the tank above 20%.

  • Warlock · your class

    Curse of Weakness trims his Cleave and melee. Hand out Healthstones before the pyramid event starts.

  • Warrior · your class

    Face him away from the group. Shield Block and Demoralizing Shout keep you above Execute range; Last Stand (20 talent) is your backup.

Nekrum Gutchewer

Level 45-46 elite · Foot of the pyramid stairs, in the last wave of the event

Undead troll who arrives with Sezz'ziz in the final pyramid wave; burn him first while someone interrupts Sezz'ziz's heals.

Watch for
  • Fevered PlagueCure disease

    4.5 sec cast: Nature damage, then a disease that ticks every 5 sec for 3 min.

Group plan
Tank

Hold the top of the stairs through the waves. When the last wave arrives, go down to them; take Nekrum, then pick up Sezz'ziz before Nekrum dies.

Healer

Cure Fevered Plague and stay at max range from Sezz'ziz so his Psychic Scream can't reach you.

Damage

Burn Nekrum first. One player interrupts every heal Sezz'ziz casts on him; then switch to Sezz'ziz.

Each class
  • Druid · your class

    Use Bash or Feral Charge (20 talent) on Sezz'ziz's heals while the group burns Nekrum. Keep Rebirth ready if the waves cost the group a player.

  • Hunter · your class

    Viper Sting (36) on Sezz'ziz drains the mana he heals Nekrum with. Pick off Nekrum with Aimed Shot.

  • Mage · your class

    Counterspell Sezz'ziz's heal on Nekrum. Frostbolt keeps Nekrum slowed if he turns on a caster.

  • Paladin · your class

    Nekrum is undead, so Exorcism hits him hard. Purify or Cleanse (42) removes Fevered Plague, and Hammer of Justice stops a Sezz'ziz heal.

  • Priest · your class

    Abolish Disease (32) clears Fevered Plague and keeps checking for 20 sec. Fear Ward the tank against Sezz'ziz; Forever gives it to every priest at 20.

  • Rogue · your class

    Stay on Sezz'ziz to Kick his heals while the others burn Nekrum, then Kidney Shot (30) Sezz'ziz when he is next.

  • Shaman · your class

    Earth Shock Sezz'ziz's heals and Purge his Renew off Nekrum. Disease Cleansing Totem (38) handles Fevered Plague.

  • Warlock · your class

    Curse of Tongues on Sezz'ziz slows his heals by 50%. Spell Lock (36) stops one; keep your own damage on Nekrum.

  • Warrior · your class

    Shield Bash Nekrum's Fevered Plague cast. Taunt Sezz'ziz before Nekrum dies so he doesn't run at the healer.

Shadowpriest Sezz'ziz

Level 47 elite · Foot of the pyramid stairs with Nekrum, in the last wave

Shadow priest who heals Nekrum and fears those near him; interrupt his heals, kill him second, and keep the healer out of fear range.

Watch for
  • HealInterrupt

    3 sec cast that heals Nekrum or himself.

  • RenewPurge

    Heal over time on an ally. Magic.

  • Psychic ScreamStay back

    Makes up to 5 nearby players flee in fear for 6 sec.

  • Shadow BoltInterrupt

    3 sec cast that hits one player for Shadow damage.

Group plan
Tank

Build threat on Sezz'ziz before Nekrum dies so he doesn't turn on the healer. Keep him within reach of the player assigned to interrupt his Heal.

Healer

Stay at max range so Psychic Scream can't reach you, and keep line of sight to the tank.

Damage

Assign one interrupt to his Heal. After Nekrum dies, burn Sezz'ziz; melee near him should expect to be feared.

Each class
  • Druid · your class

    Bash or Feral Charge (20 talent) stops his Heal. If you heal, stay at range in caster form; his scream only hits players near him.

  • Hunter · your class

    Viper Sting (36) drains the mana he heals with. Distracting Shot pulls him off a cloth player if the tank loses him.

  • Mage · your class

    Counterspell his Heal; it also locks out his Holy spells for a while. Cast from range, out of reach of his Psychic Scream.

  • Paladin · your class

    Hammer of Justice stops a Heal. Concentration Aura keeps your own casts going if you heal near the fight.

  • Priest · your class

    Fear Ward the tank before the last wave; Forever makes it baseline at 20. Dispel Magic on Sezz'ziz removes his Renew.

  • Rogue · your class

    Kick his Heal to lock out his Holy spells. Kidney Shot (30) when Kick is on cooldown.

  • Shaman · your class

    Tremor Totem near the melee breaks Psychic Scream. Earth Shock his Heal, and Purge strips his Renew.

  • Warlock · your class

    Curse of Tongues slows his casts by 50%. A Felhunter's Spell Lock (36) stops a Heal, and Devour Magic strips his Renew.

  • Warrior · your class

    Berserker Rage (30) makes you immune to his Psychic Scream for 10 sec. Pummel (38) or Shield Bash stops his Heal.

Sergeant Bly

Level 45 elite · Foot of the pyramid stairs after the event, with his crew

Optional

Optional fight with the freed prisoners for the Divino-matic Rod; send Weegli to the gate first, then kill Murta, Oro and Raven before Bly.

Watch for
  • Shield BashTank

    Bly hits with his shield and interrupts a spell cast.

  • RevengeTank

    Bly's counterattack after a block, dodge or parry.

  • Improved BlockingTank

    Bly raises his block chance by 85% for 6 sec.

  • HealInterrupt

    Murta Grimgut's 3.5 sec cast that heals an ally.

  • Power Word: ShieldPurge

    Murta Grimgut shields an ally against damage. Magic.

  • Rain of FireMove

    Oro Eyegouge's 9 sec channel that burns everyone in an area with Fire.

  • Curse of WeaknessRemove curse

    Oro Eyegouge's curse that lowers the physical damage of nearby players for 2 min.

  • PoisonCure poison

    Raven's poison: Nature damage every 3 sec for 30 sec.

Group plan
Tank

Talk to Weegli Blastfuse first so he blows the gate; skip it and you lose the way to the chief. Reports say if you talk to Bly once his crew starts to hearth away, only Bly fights.

Healer

Expect group-wide fire damage early from Oro's Rain of Fire. Cure Raven's poison and Oro's curse where you can.

Damage

Kill Murta first, then Oro, then Raven, then Bly. Interrupt Murta's Heal and move out of Oro's Rain of Fire.

Each class
  • Druid · your class

    Remove Curse clears Oro's Curse of Weakness, and Abolish Poison clears Raven's poison. In Bear Form, Bash stops Murta's Heal.

  • Hunter · your class

    Freezing Trap Raven so the group can kill Murta and Oro first; Forever traps work in combat. Viper Sting (36) drains Murta's mana.

  • Mage · your class

    Polymorph Raven or Oro while the group kills Murta. Counterspell Murta's Heal, and Remove Lesser Curse clears Oro's curse.

  • Paladin · your class

    Purify or Cleanse (42) clears Raven's poison. Hammer of Justice stops a Heal from Murta.

  • Priest · your class

    Dispel Magic on Murta strips her Power Word: Shield and Renew so the group can burn her first.

  • Rogue · your class

    Kick Murta's Heal. Blind or Gouge Raven while the group burns Murta and Oro.

  • Shaman · your class

    Purge strips Murta's Power Word: Shield. Earth Shock her Heal, and Poison Cleansing Totem handles Raven's poison.

  • Warlock · your class

    Curse of Tongues on Murta slows her heals by 50%. Death Coil (42) peels Raven off you.

  • Warrior · your class

    Shield Bash or Pummel (38) Murta's Heal. Bly blocks often with Improved Blocking, so leave him for last.

Ruuzlu

Level 46 elite · Ukorz's chamber behind the gate Weegli blows open

Ukorz's warrior bodyguard with Cleave and Execute; the tank holds both trolls while the group kills Ruuzlu first.

Watch for
  • CleaveNot in front

    Hits his target and the nearest ally for weapon damage plus a little more.

  • ExecuteHeal through

    Finishing blow he can use on a target at 20% health or less.

  • Berserker StanceTank

    Takes an aggressive warrior stance.

Group plan
Tank

Pick up both Ruuzlu and Ukorz and face them toward a wall, away from the group. Build threat on Ruuzlu first, then keep Ukorz on you.

Healer

Stand out of melee range; Cleave hits anyone next to the tank. Keep the tank above 20% so Execute can't land.

Damage

Kill Ruuzlu first, from behind or at range, then move to Ukorz.

Each class
  • Druid · your class

    In Bear Form, Swipe holds threat on both trolls and scales with attack power in Forever. Frenzied Regeneration (36) helps you stay out of Execute range.

  • Hunter · your class

    Put your pet and shots on Ruuzlu, pet behind him. Scorpid Sting lowers his hit chance by 2% in Forever.

  • Mage · your class

    Burn Ruuzlu from range, where Cleave can't reach you. Frost Nova and Blink if he turns on you.

  • Paladin · your class

    As tank, Consecration and Judgement under Seal of Fury, which taunts in Forever, hold both trolls. Lay on Hands saves a tank near Execute range.

  • Priest · your class

    Shield the tank before the pull and keep Renew rolling so Execute never gets a chance. Fade if a troll turns to you.

  • Rogue · your class

    Attack Ruuzlu from behind so Cleave can't reach you. Feint keeps you under the tank; Forever doubled its threat cut.

  • Shaman · your class

    Stoneskin Totem by the tank softens both trolls. Windfury Totem speeds the melee burn on Ruuzlu.

  • Warlock · your class

    Curse of Weakness on Ruuzlu trims his Cleave. In Forever, a Bane of Agony can sit beside that curse, so put both on him.

  • Warrior · your class

    Face both away from the group and Sunder Ruuzlu, the first kill. Shield Wall saves you if both trolls hit hard at once.

Chief Ukorz Sandscalp

Level 48 elite · Final chamber behind the gate Weegli blows open

The Sandfury chief, fought with Ruuzlu; Wide Slash and Cleave hit his front and Enrage speeds his swings, so keep him facing away.

Watch for
  • Wide SlashNot in front

    Hits everyone in a cone in front of him.

  • CleaveNot in front

    Hits his target and the nearest ally.

  • EnrageHeal through

    Raises his attack speed by 60% and his physical damage for 2 min.

  • Berserker StanceTank

    Takes an aggressive warrior stance.

Group plan
Tank

Face Ukorz toward a wall, away from the group, while the others kill Ruuzlu. When he enrages, use a defensive cooldown; his attack speed jumps 60%.

Healer

Stay out of melee range; Wide Slash and Cleave hit anyone in front of him. Heal the tank harder while Enrage lasts.

Damage

Kill Ruuzlu first, then Ukorz. Melee stand behind him, never at his front.

Each class
  • Druid · your class

    Barkskin (44) cuts physical damage taken by 20% for 15 sec in Forever; save it for his Enrage. Healers, keep Rejuvenation on the tank.

  • Hunter · your class

    Stay at range and keep your pet behind him, out of Wide Slash. Feign Death if Ukorz turns on you.

  • Mage · your class

    Burn from range, out of his front. Ice Block, a Frost talent at 25 in Forever, buys time if he turns on you.

  • Paladin · your class

    Blessing of Protection saves a cloth player he catches. Divine Shield buys time if he turns on you.

  • Priest · your class

    Power Word: Shield the tank before Enrage and keep Renew up. Stay out of his front, where Wide Slash lands.

  • Rogue · your class

    Stay behind him; Wide Slash and Cleave only hit the front. Evasion if he turns on you, then Vanish.

  • Shaman · your class

    Stoneskin Totem at the tank softens his swings, and Healing Stream Totem helps through Enrage. Stay out of his front.

  • Warlock · your class

    Curse of Weakness lowers his physical damage, which matters most during Enrage. Keep your Voidwalker out of his front.

  • Warrior · your class

    Face him into a wall, away from the group. Save Shield Wall for his Enrage; in Forever it has its own cooldown, apart from Retaliation.

Hydromancer Velratha

Level 46 elite · Patrols around Gahz'rilla's pool

Optional

Caster who patrols the pool among elite trolls; pull her alone, interrupt her casts and kill her totem. She drops two quest items.

Watch for
  • Healing WaveInterrupt

    3 sec cast that heals her or an ally.

  • Shadow BoltInterrupt

    3 sec cast that hits one player for Shadow damage.

  • Shadow Bolt VolleyInterrupt

    3 sec cast that hits nearby players for Shadow damage.

  • Ward of Zum'rahKill adds

    Totem that lasts 20 sec and keeps summoning Skeletons of Zum'rah.

Group plan
Tank

Clear the trolls around the pool first, then pull her alone; a pull that brings her packs too often wipes.

Healer

Her Shadow Bolt Volley hits everyone near her, so heal from range and keep clear of the trolls around the pool.

Damage

Interrupt her heals and volleys and kill her Ward of Zum'rah totem. Loot the Tiara of the Deep and the Second Mosh'aru Tablet.

Each class
  • Druid · your class

    Bash or Feral Charge (20 talent) stops her Healing Wave. Moonfire tags her from range to pull her alone.

  • Hunter · your class

    Pull her alone with a shot as she patrols past. Viper Sting (36) drains the mana she heals with.

  • Mage · your class

    Counterspell her Healing Wave. Polymorph any troll that comes along with her.

  • Paladin · your class

    Hammer of Justice stops a Healing Wave. Shadow Resistance Aura softens her volleys.

  • Priest · your class

    Shadow Protection (30) blunts her Shadow damage. Mana Burn drains the mana she heals with.

  • Rogue · your class

    Kick her Healing Wave, then Kidney Shot (30) the next cast. Hit the Ward of Zum'rah totem when it drops.

  • Shaman · your class

    Earth Shock her heals. Grounding Totem (30) soaks a Shadow Bolt aimed at the party.

  • Warlock · your class

    Curse of Tongues slows her casts by 50%. Spell Lock (36) on a Felhunter stops a Healing Wave.

  • Warrior · your class

    Pull her with a ranged shot when she patrols away from the trolls. Shield Bash or Pummel (38) her Healing Wave.

Gahz'rilla

Level 46 elite · Summoned at the gong beside the sacred pool

Optional

Hydra summoned with the Mallet of Zul'Farrak; her Slam knocks the group into the air, so fight her against a wall and dispel Freeze Solid.

Watch for
  • Gahz'rilla SlamStack up

    Hits nearby players and knocks them back; players thrown high take fall damage.

  • Freeze SolidDispel magic

    2.5 sec cast that stuns a player and deals Frost damage every 3 sec for 10 sec. Magic.

  • IcicleResistance

    1.5 sec cast that hits one player for Frost damage and slows them by 50% for 10 sec.

Group plan
Tank

Clear the pool edge before anyone rings the gong. Tank her with your back to a wall so Slam can't throw people far.

Healer

Slam and the fall hurt everyone near her; top the group up after each one. Dispel Freeze Solid quickly, since it stuns and keeps dealing Frost damage.

Damage

Melee stack on the tank against the wall so Slam can't throw you far. Ranged stay more than 10 yards away, outside Slam's reach.

Each class
  • Druid · your class

    Tranquility covers the group after a Slam, and Rebirth brings back anyone the fall kills.

  • Hunter · your class

    Stay at range so Slam can't throw you. Keep your pet behind her and Mend Pet after each Slam.

  • Mage · your class

    Frost Ward absorbs some of Icicle's and Freeze Solid's Frost damage. Stay at range, clear of Slam.

  • Paladin · your class

    Frost Resistance Aura blunts Icicle and Freeze Solid. Cleanse (42) removes Freeze Solid.

  • Priest · your class

    Dispel Magic frees a player from Freeze Solid. Prayer of Healing after each Slam; in Forever it heals your target's party.

  • Rogue · your class

    Stay tight on the tank against the wall so Slam can't throw you far. Sprint back in if you get knocked away.

  • Shaman · your class

    Frost Resistance Totem blunts Icicle and Freeze Solid. Chain Heal tops up the group after each Slam.

  • Warlock · your class

    A Felhunter's Devour Magic removes Freeze Solid from an ally. Hand out Healthstones before anyone rings the gong.

  • Warrior · your class

    Put your back to a wall so Slam can't throw you. Shield Wall or Last Stand (20 talent) if Slam and the fall stack up.