Boss 1 of 5
Grukk the Gatekeeper
A very large ogre with a very large club and a very small patience.
From the raid planner
- Frontal Cleave hits everything in front of Grukk: keep melee behind him.
- Boulder Toss targets ranged players; spread ranged so one boulder hits one person.
- Enrage at 3:00. Bring enough damage.
- Sundering Blow stacks on the tank: the off-tank taunts Grukk over when the stacks pile up.
- Grukk gets bored standing still and hits harder: the tank moves him now and then.
- Rolling Boulders cross the room: step out of their path.
- Trample: Grukk charges a ranged player down a line that lights up first. Get off it.
Boss 2 of 5
The Twin Seers
Solara and Nocturne share one soul and two very strong opinions. Kill them within 10 seconds of each other.
From the raid planner
- Eclipse: two beams cross where the raid stands. Get into a corner of the cross.
- Split your damage evenly: if one Seer dies more than 10s before the other, she comes back with her sister's health.
- Sunfire drops circles under random players; move out.
- Moonpulse hits the whole raid while Nocturne lives: bring healers.
- Interrupt Moonlight Mend or both Seers heal.
Boss 3 of 5
Mother Venomweave
An enormous spider with an enormous family. Her brood hatches constantly and her spit does not wash out.
From the raid planner
- Venom Pool feeds her while she stands in it: the tank drags her out.
- Assign an add tank: spiderlings go for whoever is closest, usually healers.
- Put some ranged on "Add killers" so the brood dies fast.
- Venom Spit leaves poison pools for a long time: keep moving out of them.
- Neurotoxin poisons three players: healers, dispel it.
- Egg Sac: the marked player carries the circle to the edge of the room before it bursts into a web of venom.
Boss 4 of 5
Archmage Vel'Thuran
He wrote the book on arcane magic. Then he wrote a sequel, which is mostly about exploding people.
From the raid planner
- Arcane Orbs fly out in a fan: sidestep them. Arcane Nova: get close to him.
- Arcane Bomb: marked players must run away from everyone before it explodes.
- Meteor must be soaked: the more players stand in it, the less it hurts each.
- Needs sharp players: this fight punishes low awareness hard.
- Interrupt Arcane Barrage every time.
- Arcane Brand stacks on the tank: swap tanks before it gets out of hand.
Final boss
Ignaroth, the Wyrm Eternal
The dragon at the top of the Wyrmspire. Three phases, one very bad temper, and a breath you can smell from Highcrest.
From the raid planner
- Flame Walls burn three of five lanes: stand in a gap. Molten Ground: drag him out of it.
- Two tanks required: Searing Brand stacks force a tank swap.
- Fire Breath hits everything in front of him: melee stay behind.
- At 65% he takes flight: kill the whelps and dodge Rain of Fire.
- Below 20% the Inferno ramps up: this is a DPS race.
- Landing wipes his threat table: tanks, taunt him straight away; everyone else, ease off.
- Burning Soul must be dispelled quickly.