Checked for ForeverClassic Era habit: check in game
1
High Priestess Jeklik
Level ?? boss · Hilltop after the first bridge, right of the entrance path
Bat form, then priestess form: bait her charges and kill bat waves until 50%, then interrupt her heals and Mind Flay while dodging fire.
Watch for
ChargeSpread out
Phase 1: charges the closest player beyond 8 yd; players near where she lands take damage and are silenced.
Sonic BurstStay back
Phase 1: heavy damage to players near her and no spellcasting for 10 sec.
SwoopNot in front
Phase 1: hits players in a cone in front of her and stuns them for 2 sec.
Blood LeechStay back
Phase 1: drains health from players near her and heals her for up to three times that.
Pierce ArmorHeal through
Phase 1: cuts her target's armor by 75% for 20 sec.
Summon Frenzied Bloodseeker BatsKill adds
Phase 1: calls a wave of bats into the fight.
Great HealInterrupt
Phase 2: 4 sec cast that heals her for a large amount.
Mind FlayInterrupt
Phase 2: channel of 750 Shadow damage a second on a player, with a slow.
Shadow Word: PainDispel magic
Phase 2: Magic; 422 to 478 Shadow damage every 3 sec for 18 sec on a random player.
Psychic ScreamResistance
Phase 2: up to 5 players near her flee in fear for 4 sec.
Curse of BloodRemove curse
Phase 2 curse: players near her take 2 more physical damage per hit for 10 min.
Throw Liquid FireMove
Phase 2: Gurubashi Bat Riders drop fire on the ground.
Bat form100–50%
She charges the closest player beyond 8 yd, Sonic Bursts those near her and calls bat waves. Keep only the tanks in melee if you can, one bait player between her and the raid, and AoE each wave.
Priestess form50–0%
Charges and bat waves stop. Interrupt every Great Heal and Mind Flay, dispel Shadow Word: Pain, and move out of the Bat Riders' fire.
Group plan
Tank
Tank her where she lands, facing away from the raid. The off-tank picks up bat waves. In phase 2 walk her in a slow circle so the riders' fire misses the melee.
Healer
Stand with the ranged at max range, clear of Sonic Burst. Top off the charge bait before each charge, dispel Shadow Word: Pain, and step out of fire.
Damage
Keep as few melee on her as you can in bat form; ranged stay at max range and AoE each bat wave. In phase 2 run a set interrupt rotation on Great Heal and Mind Flay.
Each class
Druid · your class
Keep Rejuvenation on the charge bait and stay out of Sonic Burst range. In phase 2 Remove Curse clears Curse of Blood from the melee.
Hunter · your class
Be the charge bait: stand alone, closer to her than the ranged group, and get healed after each charge. Volley the bat waves.
Mage · your class
Frost Nova a bat wave, then Blizzard or Arcane Explosion it. In phase 2 Counterspell Great Heal or Mind Flay on your turn.
Paladin · your class
Switch to Fire Resistance Aura when the Bat Riders' fire starts. Cleanse Shadow Word: Pain. Will of the Forsaken breaks Psychic Scream on you.
Priest · your class
Fear Ward the tank before phase 2 for Psychic Scream; every Forever priest has it. Dispel Magic on Shadow Word: Pain, and stay out of Sonic Burst range.
Rogue · your class
Kick Great Heal and Mind Flay on the rotation in phase 2. In phase 1 back out and bandage when Blood Leech and Sonic Burst wear you down.
Shaman · your class
Earth Shock her heals on the rotation. Drop Tremor Totem by the tank for Psychic Scream and Fire Resistance Totem once the riders' fire starts.
Warlock · your class
Stay beyond Sonic Burst range and Rain of Fire the bat waves. If you are on the interrupt list, your Felhunter's Spell Lock can stop a Great Heal.
Warrior · your class
Shield Bash or Pummel Great Heal and Mind Flay. In Berserker Stance, Berserker Rage before Psychic Scream makes you immune to the fear. Off-tank the bat waves.
Level ?? boss · Room on the left after the second bridge
Priest, then snake: control his cobras, keep melee clear of Holy Wrath, then burn him from range through his poison clouds.
Watch for
Holy WrathSpread out
Phase 1: Holy damage that jumps between nearby players, hitting harder with each jump.
Holy NovaStay back
Phase 1: 875 to 1125 Holy damage to everyone near him.
Holy FireDispel magic
Phase 1: Fire damage on a player plus a Magic burn every 2 sec for 8 sec.
RenewPurge
Phase 1: Magic heal on himself or a cobra every 3 sec for 15 sec.
Dispel MagicCrowd control
Phase 1: removes one harmful Magic effect from one of his allies.
Poison CloudMove
Phase 2: a cloud at his feet deals 500 Nature damage a second for 10 sec.
Venom SpitCure poison
Phase 2: poison on a player, then Nature damage every 2 sec for 10 sec.
Summon Parasitic SerpentKill adds
Phase 2: sends a serpent at a player that infests them with damage over time.
Troll form100–50%
Razzashi Cobras fight with him. Take them away and kill them one at a time under crowd control. Keep melee off him so Holy Wrath has few targets, and drain his mana.
Snake form50–0%
He drops Poison Clouds and spits venom. Everyone but the tank stays out of the clouds, the tank walks him clear of each one, and ranged use their cooldowns.
Group plan
Tank
Main tank grabs Venoxis at once and pulls him off the cobras; the off-tank takes the cobras to the raid. In snake form walk him out of each Poison Cloud as it drops.
Healer
Stay in range of the main tank but away from the melee pile. In snake form cure the tank's poison after he leaves a cloud, not while he stands in it.
Damage
Kill the cobras one at a time first. Melee stay off him in troll form while casters drain his mana. At 50% burn him from range and keep out of the clouds.
Each class
Druid · your class
Hibernate a cobra so the off-tank fights one at a time. In snake form Abolish Poison on the tank once he is out of the cloud.
Hunter · your class
Viper Sting Venoxis to drain his mana, and Freezing Trap a cobra. Keep your pet off him in troll form so Holy Wrath has no extra target.
Mage · your class
Polymorph a cobra so the off-tank fights one at a time. You can't cure poison; in snake form open your cooldowns from max range.
Paladin · your class
Cleanse Venom Spit and the tank's poison once he leaves a cloud. Cleanse also removes Holy Fire's burn from raiders.
Priest · your class
Mana Burn him in troll form and Dispel Magic his Renew. Stay out of Holy Wrath's jumps, and keep the tank up through snake form.
Rogue · your class
Blind a cobra if asked. Wait for the melee call, stay out of Holy Wrath range, and keep clear of every Poison Cloud in snake form.
Shaman · your class
Purge his Renew in troll form. In snake form Cure Poison the tank after he leaves a cloud; Poison Cleansing Totem is a slow backup here.
Warlock · your class
Drain Mana him in troll form so he can't heal. Keep your demon away from him and the clouds, and Soulstone the main tank.
Warrior · your class
Off-tank: take the cobras to the raid one at a time. Damage warriors wait for the call; near 20% Bloodrage and run in to Execute between clouds.
Level ?? boss · Webbed path off the junction by Mandokir's hill
Troll and spider forms trade about every minute: interrupt Drain Life, kill spiders on sight, and catch her with a waiting tank after webs.
Watch for
Poison Bolt VolleyCure poison
Troll form: poison on players within 30 yd, then damage every 2 sec for 10 sec.
Drain LifeInterrupt
Troll form: 7 sec channel that drains 3500 health from a player and heals her a lot.
Hatch EggsKill adds
Troll form: hatches Spawn of Mar'li, which grow stronger the longer they live.
EnlargePurge
Magic buff: raises an ally's physical damage for 1 min.
Enveloping WebsTank swap
Spider form: roots players within 20 yd for 8 sec, stops their casting and wipes their threat.
ChargeTank
Spider form: after webs she charges a distant player.
Corrosive PoisonCure poison
Spider form: cuts the tank's armor by 5000 and deals Nature damage every 5 sec for 30 sec.
Poison ShockSpread out
Spider form: Nature damage to a player and those near them.
Troll formAbout a minute at a time
She volleys poison, channels Drain Life and hatches spiders. Interrupt every Drain Life and kill each new spider before it grows.
Spider formAbout a minute at a time
She webs the melee, wipes their threat and charges. The waiting tank picks her up and walks her back; the old tank becomes the next catcher.
Group plan
Tank
Main tank holds her with the melee. The off-tank waits in the ranged group; after Enveloping Webs, pick her up when she charges and walk her back. Trade roles each time.
Healer
Stand with the ranged, 30 yd or more from her, to stay clear of volleys and webs. Cure Poison Bolt Volley on the melee and dispel Drain Life when it lands.
Damage
Kill the four opening spiders first. Melee run an interrupt rotation on Drain Life. Everyone swaps to each new Spawn of Mar'li at once.
Each class
Druid · your class
Abolish Poison on melee hit by Poison Bolt Volley. Leave Drain Life to a priest or paladin, and Moonfire new spiders before they grow.
Hunter · your class
Multi-Shot the four opening spiders, then switch to each new Spawn of Mar'li at once. Stay in the ranged clump so the catching tank reaches her.
Mage · your class
Frost Nova and Arcane Explosion the four opening spiders. Then stay 30 yd out with the ranged clump and burst each new spider before it grows.
Paladin · your class
Cleanse Poison Bolt Volley and Drain Life. As the catching tank, Judgement under Seal of Fury taunts her off the ranged group after webs.
Priest · your class
Mind Control the Witherbark Speaker at the pull and send it at her. Dispel Magic on Drain Life targets, and stay 30 yd out with the ranged.
Rogue · your class
Kick Drain Life on the rotation; the cast is hard to spot. Swap to each new spider, and expect webs and a threat wipe in spider form.
Shaman · your class
Drop Poison Cleansing Totem by the melee for the volleys. Ask a priest or paladin for Drain Life, and wait for spiders to gather before Chain Lightning.
Warlock · your class
Switch with your demon to each new Spawn of Mar'li. Stay in the ranged clump; after webs, let the catching tank grab her before you cast again.
Warrior · your class
Shield Bash or Pummel Drain Life. As the catching tank, wait in the ranged clump, Taunt her after webs and walk her back to the melee.
Level ?? boss · Edge of Madness; douse the brazier with Gurubashi Mojo Madness
Optional
Edge of Madness boss: drain his mana to stop Chain Burn, kill Nightmare Illusions on sight, and keep the tank safe through Sleep.
Watch for
SleepStay back
Puts players near him to sleep for up to 6 sec; damage wakes them.
Chain BurnSpread out
Burns mana from up to 3 players in a chain; each takes damage for the mana lost. He can't cast it without mana.
Summon Nightmare IllusionsKill adds
Calls three illusions that hit very hard but have little health.
Group plan
Tank
Hold him away from the casters. Go into each Sleep with full health and a shield or heal over time on you.
Healer
Stay out of melee range so Sleep misses you. Put heals over time on the tank before each Sleep. Chain Burn eats mana until he is drained.
Damage
Assign at least three hunters or mages to the illusions; AoE doesn't hurt them, so use single-target attacks. Hunters and warlocks keep his mana at zero.
Each class
Druid · your class
Rejuvenation and Regrowth on the tank before each Sleep. Moonfire an illusion on the call; it dies to a few hits.
Hunter · your class
Keep Viper Sting on him to hold his mana at zero. Multi-Shot finishes an illusion, so take illusion duty.
Mage · your class
Take illusion duty: a Fire Blast kills one. Stand out of melee range so Sleep can't catch you.
Paladin · your class
Exorcism kills an undead illusion fast. As an Undead paladin, Will of the Forsaken wakes you from Sleep.
Priest · your class
Shield and Renew the tank before each Sleep, from outside melee range. Mana Burn him to help keep Chain Burn offline.
Rogue · your class
Kill illusions on the call; they have little health. Sleep catches the melee, so keep your health high going in.
Shaman · your class
Keep Tremor Totem by your party; it breaks Sleep. Stoneclaw Totem buys time when an illusion runs at your group.
Warlock · your class
Drain Mana him from the start so Chain Burn stops. Searing Pain or Shadow Bolt an illusion on the call.
Warrior · your class
Tank him away from the casters and enter each Sleep at full health. Damage warriors: switch to illusions on the call; they die fast.
Level ?? boss · Down the right-hand path from the junction, by a cage
Thekal and two zealots must die within 10 sec of each other; then Thekal rises as a tiger with knockbacks and tiger adds.
Watch for
Great HealInterrupt
Zealot Lor'Khan: 4 sec cast that heals an ally for a large amount.
SilenceDispel magic
Thekal: Magic; silences a player for 6 sec.
BloodlustPurge
Magic buff: raises an ally's attack speed by 75% for 30 sec.
Mortal CleaveHeal through
Thekal: 150% weapon damage that cuts healing on the target by 50% for 5 sec.
GougeTank
Zealot Zath: incapacitates his tank, then he turns to the next target.
BlindTank
Zealot Zath: sends a player wandering confused for up to 10 sec.
Force PunchTank swap
Tiger form: knocks the raid back and drops his threat on the tank.
ChargeTank
Tiger form: charges a player and stuns them for 2 sec.
Summon Zulian GuardiansKill adds
Tiger form: calls tiger adds.
EnrageHeal through
Tiger form, at 20%: 60% attack speed and more physical damage for 2 min.
CouncilPull until all three die
Thekal, Zealot Lor'Khan and Zealot Zath. Tank the three apart, interrupt Great Heal, bring all three low, then AoE them down so they die within 10 sec of each other or the dead rise again.
Tiger formAfter the council dies
Thekal rises as a tiger and calls Zulian Guardians. Two tanks trade him after each Force Punch; polymorph the Guardians and kill them one at a time. He enrages at 20%.
Group plan
Tank
Three tanks: one each on Thekal, Lor'Khan and Zath, held apart. Zath's Gouge and Blind drop his threat, so keep a backup close. In tiger form, trade him after Force Punch.
Healer
Dispel Silence from healers and casters. Watch Zath's tank after Gouge or Blind. In tiger form Force Punch hits and knocks back everyone, so heal the tank who takes him next.
Damage
Split damage across the three, interrupt every Great Heal, and hold each low for the joint AoE finish. In tiger form melee kill the Zulian Guardians while ranged stay on Thekal.
Each class
Druid · your class
Hibernate a Zulian Guardian in tiger form so tigers come one at a time. In the council, Bash Lor'Khan's Great Heal if you are in melee.
Hunter · your class
Viper Sting Zealot Lor'Khan to starve her heals. In tiger form switch to each Zulian Guardian as it appears, then back to Thekal.
Mage · your class
Counterspell Lor'Khan's Great Heal on your turn. Polymorph a Zulian Guardian in tiger form. If Zath Gouges his tank and turns on you, Blink to the tank.
Paladin · your class
Hammer of Justice stops Lor'Khan's Great Heal; she can be stunned. Cleanse Silence off healers, and heal the new tank after each Force Punch.
Priest · your class
Dispel Magic: Silence off raiders, Bloodlust off the trolls. Shadow priests can Silence Lor'Khan's Great Heal.
Rogue · your class
Kick Lor'Khan's Great Heal and Kidney Shot her between kicks. In tiger form kill each Zulian Guardian as it comes out of Polymorph.
Shaman · your class
Earth Shock Lor'Khan's Great Heal and Purge Bloodlust off Thekal and Zath. In tiger form Chain Heal the raid after each Force Punch.
Warlock · your class
Drain Mana Zealot Lor'Khan to stop her heals. Near 10% stop Bane of Agony and pet damage on held targets so all three die together.
Warrior · your class
Disarm Thekal, Lor'Khan and Zath on cooldown and Pummel Great Heal. When Zath Gouges or Blinds his tank, the backup tank Taunts him.
Level ?? boss · Temple of Bethekk pyramid; strike the Gong of Bethekk to call her
Panther priestess: she marks players for panthers, vanishes, then returns in panther form with Whirlwind. Kill panthers while she is gone.
Watch for
Mark of ArlokkKill adds
Marks a player; panthers from the side pens go after that player.
Shadow Word: PainDispel magic
Magic; 704 to 796 Shadow damage every 3 sec for 18 sec.
GougeTank swap
Incapacitates her tank; she turns to the next target.
RavageHeal through
Hits a player for extra damage and stuns them for 2 sec.
VanishKill adds
She stealths and stops attacking, then reappears on a raider.
WhirlwindStay back
Panther form: 2 sec spin that hits everyone near her.
Troll formFrom the gong
She casts Shadow Word: Pain and Gouges her tank. Marked players draw panthers; hold them with tanks, fears or Frost Nova and keep damage on Arlokk.
VanishRepeats through the fight
She disappears. AoE the panthers on the casters now, but leave those the off-tanks hold; more keep coming. The main tank waits in the middle of the room to pick her up when she returns.
Panther formWhen she reappears
She comes back as a panther and Whirlwinds. Melee stay off her until the tank has her back in the middle.
Group plan
Tank
Main tank holds her in the middle of the room and retakes her after Gouge and after each Vanish. Off-tanks pick up panthers chasing marked players.
Healer
Watch marked players and her first target after Vanish; both take big hits. Dispel Shadow Word: Pain, and keep cloth players topped while she is gone.
Damage
Keep damage on Arlokk while she is visible. When she vanishes, AoE the panthers on the casters and leave those the off-tanks hold. Melee stay off her in panther form.
Each class
Druid · your class
If marked, run to the panther tank. Hurricane the gathered panthers once she vanishes; in Bear Form, Swipe helps hold a pack.
Hunter · your class
If marked, lead the panthers to their tank. Volley the pack once she vanishes, and keep your pet off her in panther form.
Mage · your class
Frost Nova panthers that reach the casters, then Blizzard or Arcane Explosion the pack once she vanishes.
Paladin · your class
Cleanse Shadow Word: Pain. Blessing of Protection saves a cloth party member she lands on; Consecration helps a tank hold panthers.
Priest · your class
Psychic Scream panthers that reach the healers while she is visible. Dispel Shadow Word: Pain, and shield her first target after Vanish.
Rogue · your class
Stay off her in panther form; Whirlwind shreds melee. Hit her in troll form, and switch to panthers when she vanishes.
Shaman · your class
If marked, lead the panthers to their tank. Earthbind Totem slows panthers heading for healers; Chain Lightning the pack once she vanishes.
Warlock · your class
Howl of Terror panthers that reach the casters while she is visible. Rain of Fire them once she vanishes. If marked, run to their tank.
Warrior · your class
Off-tank at a panther pen: Demoralizing Shout, and in Forever Thunder Clap works in Defensive Stance. Main tank: retake her after each Vanish.
Level ?? boss · Up the road past Arlokk's pyramid; a skeleton pit lies nearby
Optional
Optional caster with totems and hidden shades: kill shades, then healing wards, then Brain Wash Totems, then Jin'do. Never remove his curse.
Watch for
HexDispel magic
Magic: turns his top-threat target into a frog for 5 sec; he attacks the next player.
Delusions of Jin'doKill adds
Curse: damage every 2 sec, and a Shade of Jin'do appears that only cursed players can see and hit.
Shadow ShockResistance
Shades of Jin'do hit cursed players with Shadow damage.
Powerful Healing WardKill adds
A ward that heals Jin'do in an area over time.
Summon Brain Wash TotemKill adds
A totem that mind controls a player until the totem dies.
Group plan
Tank
Hex turns the tank into a frog and he attacks the next on threat, so two tanks stay close on threat. Guides say a Bear Form druid isn't Hexed and can tank alone.
Healer
Dispel Hex off the tank at once. Never remove Delusions of Jin'do. If cursed, help kill shades. Shadow protection and shadow resistance gear help.
Damage
Kill shades, then Powerful Healing Ward, then Brain Wash Totem, then Jin'do. Shades need single-target attacks. A mage or warlock clears skeletons when he drops a player in the pit.
Each class
Druid · your class
Bear Form tanks him without Hex trouble. Never use Remove Curse on Delusions of Jin'do; if cursed, Moonfire and Wrath the shades.
Hunter · your class
Hunter's Mark a shade so you can still find it after your curse ends. Shoot the Powerful Healing Ward and Brain Wash Totems on the call.
Mage · your class
Never use Remove Lesser Curse on Delusions of Jin'do. Fire Blast and Frostbolt shades while cursed, and Blizzard the skeletons in the pit.
Paladin · your class
Cleanse Hex off the tank at once. Run Shadow Resistance Aura for the shades. Hit totems, and shades while you are cursed.
Priest · your class
Dispel Magic Hex off the tank. Use Psychic Scream on cooldown so a brainwashed you can't fear the raid. Prayer of Shadow Protection before the pull.
Rogue · your class
Put Wound Poison on Jin'do to cut the Healing Ward's heals. Hit totems at once, and shades while cursed.
Shaman · your class
You can't remove Hex; call a priest or paladin. Lightning Bolt the Powerful Healing Ward and Brain Wash Totems, and hit shades while cursed.
Warlock · your class
Kill Brain Wash Totems at once with your demon's help. While cursed, Shadow Bolt shades; Rain of Fire clears skeletons in the pit.
Warrior · your class
Use Intimidating Shout before the pull and on cooldown so a brainwashed warrior can't fear the raid. Keep Mortal Strike on Jin'do.
Level ?? boss · Temple across the bridge; Sons of Hakkar on the side platforms
Final boss; kill the five High Priests first. Take Poisonous Blood before every Blood Siphon, stay spread, and swap tanks on Cause Insanity.
Watch for
Blood SiphonStack up
Every 90 sec: stuns players in front of him and drains them to heal him, unless they carry Poisonous Blood.
Poisonous BloodStack up
Poison from a dead Son of Hakkar's cloud. During Blood Siphon it hurts Hakkar instead. Don't cure it.
Corrupted BloodSpread out
Damage, then 200 more every 2 sec for 10 sec; it jumps to players standing close.
Cause InsanityCrowd control
Charms his target for 10 sec, speeding its attacks and movement against its own raid.
Group plan
Tank
He can't be taunted, so two or three tanks build threat from the pull. When the main tank goes insane, the next one takes him. Warrior tanks use Intimidating Shout on cooldown.
Healer
Spread to limit Corrupted Blood. Don't cure Poisonous Blood. When a charmed tank is polymorphed, dispel the sheep once the charm ends.
Damage
Spread except for poison runs. Before each Blood Siphon, kill the pulled Son of Hakkar and step into its cloud. Crowd control a charmed tank.
Each class
Druid · your class
Hibernate the pulled Son of Hakkar until it's time to kill it. Never Abolish Poison before a siphon; Poisonous Blood is what hurts him.
Hunter · your class
If assigned, pull a Son of Hakkar from a side platform and hold it near the raid. Step into its cloud before each Blood Siphon.
Mage · your class
Polymorph a charmed tank until the charm ends. Polymorph can also hold the pulled Son of Hakkar. Take the poison before each siphon.
Paladin · your class
Leave Poisonous Blood alone; Cleanse only on call. Once a charmed tank's charm ends, Cleanse the Polymorph off them.
Priest · your class
Stand spread at the center rear. Dispel Magic the Polymorph off a tank once Cause Insanity ends. Take the poison before each siphon.
Rogue · your class
Step into the Son's poison cloud before each Blood Siphon. Stop hitting a charmed tank, and follow the control call.
Shaman · your class
Don't drop Poison Cleansing Totem here; it would strip Poisonous Blood. Chain Heal spread players hit by Corrupted Blood.
Warlock · your class
Take the planned poison before each Blood Siphon. Hold damage off a charmed tank, and keep your assigned curse on Hakkar.
Warrior · your class
He can't be taunted, so tanks build threat from the start. Use Intimidating Shout on cooldown so a charmed warrior can't fear the raid.