Outlands
Instant Poison should be on your offhand at all times, unless indicated otherwise. If you’re using Mutilate, I would suggest Deadly Poison on your main hand weapon, Instant otherwise. Both hit 95% of all targets in instances, including bosses. Crippling does not and should only be used if you have concerns about runners.
Hellfire Ramparts
●First boss is easy, comes with two adds. Drop them, then the boss
●Second boss, the one on the drake. Kill the 2 guards around the circle first, then kill the Orc. Once he’s dead, stay away from the front end of the dragon. Fire resist comes in useful
●Third boss summons felhounds from time to time. Kill them when the spawn and the boss should go down quick. If you get affected by his Curse, back away until it’s gone. It does about 400dmg/tick to nearby players.
Blood Furnace
●First boss is a pretty straightforward DPS fight. He can Mind Control a party member, has a melee AE knockup attack, an AE poison attack and a nature spell that knocks you up in the air. His hit points are low enough for this to be only a small factor.
●Spawns after 4 consecutively more difficult spawns of orcs. Last wave has 3 elites and 2 non elites, so good crowd control is essential. Can’t use sap because you’re already in combat. The boss himself isn’t all that hard. He drops a poison ring on the ground, which the tank needs to pull away from. A minor AE poison attack as well.
●You first need to deal with the 5 warlocks in the room. Fear is a good choice as well as shadow resistance. If you can group them together for some AE, that’s good too. Once they are gone, the boss comes out. He has a front cast shadowbolt spell, so everyone but the tank behind him. At certain intervals, he’ll stop attacking, become immune to damage and start an AE blast. Run out of that quickly. Should be a relatively easy fight after warlocks are gone.
Shattered Halls
●You need 350 LP to get in here or the key that drops in Blood Furnace
●First boss spawns little pools on the ground that hit for 1K per second. You can more around them. At 20%, he does a Whirlwind attack, which you need to move out of the area, wait, then go back in.
●Second boss
●Third boss is a lot of fun. Everyone should stand in their own corner, tank in the middle. When the spawns arrive, knock them out and then get back on the Orc. He does a Whirlwind attack which you need to avoid.
Slave Pens
●First boss is a shaman and will drop totems. Kill them in this order: Healing, Stoneskin, Earthgrab. Don’t attack his Fire Totem, simply move out of range. He has a direct attack spell but that should only hit the tank.
●Second boss has a nasty bleed buff that will last until it is dispelled or you die. Also has a frost spit AE attack for about 1600dmg. Rest is rather simple for a rogue.
●Last boss has a geyser attack when he goes on all fours and an AE poison bolt attack that hits for about 2500dmg. If you free the Naturalist Bite before the boss, he gives a good buff (110 Nature Resist, 5% all stats) that will help with the poison attack.
Underbog
●First boss spawns mushrooms from time to time. After about 5 seconds, they explode and leave a cloud for about 2s, which contains a nasty DoT. Just pull him around up until 20%. At that point, he roots himself and casts an AE spell that heals him for 4x the damage done. Move out of range, let him cast and burn him down. At 10%, he breaks root and resume avoiding the mushrooms.
●Second boss has some nasty front end attacks, stay behind him. Even behind him, you’ll get hit for abojut 500dmg but it’s much better than the front.
●Third boss is a hunter type. If no one is in melee range, he casts Aimed Shot for about 1500dmg. He has a multi-shot attack that does about 1500dmg. He has an AE shout that reduces nearby opponents AC by 75%. He also randomly places a freeze trap that freezes everyone, then runs to range and uses Aimed Shot. Let the tank build aggro for the first shout, and then go in for the kill. Kill his pet bear after the fight.
●Final boss casts Chain Lightning for 2000dmg, then hits 2 additional targets for 50% less each time. Cast a static attack, similar to the Eredar
boss in Hellfire Ramparts. Keep range and it will lessen the effect. Casts a float type spell that lifts you in the air and out of combat. Keep spread out to avoid the various attacks and you should be good here.
Steamvault
●First boss comes with 2 elementals. They should be dealt with first. Boss casts Lightning Cloud, which you can mitigate with Cloak of Shadows or run away.
●Second boss is a mechanical one. Every 25% hp, he spawns little gnomes that heal him but they have low HP. Hit them to stop the casting and then when disposed of, back on the boss.
●Third boss summons energy for 12s from a nearby tank, every 30-45s. When he starts, you need to kill the tank ASAP or he goes into a frenzy and will kill everyone. It takes about 4 tanks to kill him.
Mana Tombs
●The first boss has an AE pulse shadow attack (1500dmg per sec) that will last 5 seconds over 30yrds, which Cloak of Shadows can eat. When he glows green, stop attacking as he will have a damage shield up. Avoid the blast and the shield and you should be ok.
●As an Earth Giant, the second boss has your standard Earthquake attack with stun (800dmg). He can also randomly imprison a target for 5s, dealing 50% of your total HP damage. If your priest can heal through the prisons, you should do fine.
●The last boss starts with 3 beacons and summons an additional one every 10-15s. These beacons cast an arcane missile attack and will spawn a caster if they aren’t destroyed quickly. The trick here is to take down all 3 original beacons or you will wipe.
Auchenai Crypts
●The first boss can “pull” you towards him, which will apply a bleed debuff on you (Dwarves can negate this with their racial). He can also place a beacon under a melee attacker that after 5s will explode in blast waves for about 1500dmg.
●Final boss can create a shadow copy of a random player. This shadow has all the abilities and hit points of the player and needs to be taken down
ASAP. The “shadowed” player during this time does 50% dmg and healing. He randomly casts a shadow spell to a target for 1100dmg and has an AE Fear ability. At 15%, he summons a copy of himself with a Mortal Strike ability. It’s best to just off-tank the double and continue on the boss.
Sethekk Halls
●First boss is easy enough. He summons 3 waves of 4 random elementals. Get them together and use AE. Don’t attack the boss until the wave is completely gone. He also has a few direct damage spells for about 800dmg and has a chain lightning spell that does more damage the more people it hits.
●Last boss can be a pain if you are not positioned properly. The easiest way is to have him tanked next to a pillar with casters beside the next pillar. When he blinks and starts casting (6000 if it hits you), get behind a pillar to break Line of Sight. He also casts polymorph. If you can avoid the cast after blink, this boss is easy enough.
Shadow Labyrinth
●First boss is a Felguard. Once the room in front of him is cleared, he starts walking around. He casts fear every 30 seconds or so and has a poison front-cone attack. Stay on his back and you should be fine.
●Before second boss is a room similar to the Cathedral in Scarlet Monestary. There are 10 pulls total of 4-6 creatures. Sap + sheep + fear is essential for this to work. There are also 5 orc assassins running around that can attack without warning. Don’t engage the boss without all of them dead.
●Second boss is a long fight. He will mind control the entire party for 15s every 40s. He has an area effect knockback and charges everyone. Basically, you want to use all your cooldowns ASAP (Cold Blood, Trinkets etc..) because when you’re mind controlled you WILL use them. Remove poisons from your blades to save some damage on your teammates.
●Third boss spawns Voidwalkers that slowly run to him. Once they get to him, they heal him for 2000 and damage you for 4000. Every 30s or so, he teleports back to his start area
and casts Hellfire, which you simply need to run out of. It gives the rogue a good 10s to take care of some wandering Voidwalkers. After the first teleport, you need to draw the boss to the south hall along one of the walls to avoid the Voidwalkers. All DPS should focus on the boss and ignore the adds.
●Fourth boss (Murmur) can’t move, which works in your favor. He casts a debuff (Touch of Murmur) which after 10 seconds will blow you up for 4000 and the people around you. When you have it, run away from the group. He also casts Sonic Boom. Takes about 4 seconds to cast and will do about 6000 damage, so run to a wall to get out of the way. Cloak of Shadows will absorb it the first time. Sprint will get you out the second time. Be quick on the draw.
Mechanar
●Gryo-Kill has a front-cone attack. Rest of it is rather simple.
●Iron-Hand has a front-cone attack and a Jackhammer attack (his legs have purple rings around them). That attack will kill you if you stay within melee range.
●Third boss is entirely optional. He continuously spawns bombs that will do 2000dmg to everyone around. When his shield turns red, he reflects all melee damage. The trick is to slowly pull him back to the entrance and turn off attacks while he has the red shield up.
●Fourth boss spawns with 2 fire elementals at either side of the room. When the fight starts, the fire eles will randomly select a target and slowly walks towards them. If you know that you are the target, keep the elemental away from the group as it leaves a flame trail on the ground. Ever 30s or so, the elemental switch targets, so you need to keep paying attention.
●Last boss spawns after 6 waves of creatures are killed. Blood elves, Robot, Blood elves, repeat. Once you engage him, you he will spawn little elementals every 45s or so, who need to be killed asap. He can also mind control people randomly. As long as the elementals get killed, he will go down quickly enough.
Botanica
●First boss is rather simple. Once she’s at about 20%, she spawns 4 elves to assist, one of which is an elite healer. If you have a mage, have them sheep the caster and take care of the others. Back on the boss, then kill the mage.
●Second boss can be a major pain. Every 30s or so, he will transform into a tree and spawn 3 flowers. He will chanel from thos flowers and heal himself for about 20% of total life. The trick is to keep him on the bridge and when he turns into a tree, cut back behind the bridge to the left. That will break line of sight and pull the flowers to you, breaking the heal as well. Take care of them and back on the boss. You have about 4-5 tree transforms to kill him or you’ll run out of mana on the casters. Wound Poison is useful here.
●Third boss is a demon. He casts a Hellfire AE pulse spell that you can absorb with Cloak of Shadows. If you can’t use it, run back a bit, the range is smaller than the graphic. He also will sacrifice the second most hated target, which is either you or the priest. This will drain your life and heal his. Avoid the Hellfire and drop his life. Wound Poison is also useful here.
●Fourth boss is interesting. Tank him where he is and do as much damage as you can quickly. He will teleport back to his starting area and that will spawn 2 flowers. Kill those and get back on the boss. Nothing terribly complicated but you will be doing a lot of running.
●Last boss is a real pain. He summons 6 treants that after 20s will heal him for about 25% health. He also has an AE warstomp attack that does about 2000 damage and stuns for 5s. If you can, keep him halfway to the bridge and deal with the treants away from warstomp. Let the ranged attackers deal with this boss and you deal with the adds.
Arcatraz
●The first boss spawn void circles on the ground that deal about 1000dmg/sec, avoid them. He casts Seed of Corruption, which will do about 4000dmg to you and your
group, so move away from them when you have this. He also has a shadow nova spell that you can eat with Cloak of Shadows
●I suggest Dalliah as the second boss. She has a whirlwind attack that you should avoid. She starts casting a heal right after, which you can interrupt with a kick. She casts a debuff that causes her to be healed when you do. Make sure your healer knows about it. Long fight but relatively easy.
●Soccothrates is the next boss. He has a permanent fire aura, wich does about 1000dmg every 3 seconds. He also charges people and leaves a flame trail behind him which will kill you in 3 seconds. Avoid the fire trail and get as much damage in as possible. You need to kill him very quickly to save on healing.
●Last boss is on the 4thth wave. 1stst is a Warp Stalker/Imp, 2nd is a friendly NPC, 3rd is a dragonkin. He can mind control people randomly, as well as mind rend (stun + 5000dmg over 3 seconds). At 66% and 33% he spawns a clone with about 10,000hitpoints. Kill those quickly then get back on the boss.
Escape from Durnholde
●Notes: Get the quest for this area first, you need it to move onto the next area, Black Morass. This entire instance deals with the escape of Trall. Thrall can die 2 times and will reset. After his third death, you fail.
●The first boss is a standard warrior. Whirlwind, Intimidating Shout (Fear) and Mortal Strike. Avoid the Whirlwind and you should be good.
●Second boss comes with 2 adds. Offtank the warrior and kill the healer first. Warrior next then take down the boss. He can cast Heal, which you should Kick through. He can also cast a 6s stun on his main target. The fight can be long if you can’t break his heal castings.
●The last boss is a drake and comes with your standard from AE cone breath attack. He has a DoT that can be removed with Cloak of Shadows, an AE knockback and an aura that removes all of the player buffs over time, so any buffs you do have will be gone within 10s or so. You first need to deal with 3 waves of dragonkin, then the boss drops down to start the fight.
Black Morass
●Notes: This instance deals with Medivh opening the Dark Portal to the Outlands and is for all intents and purposes a non-stop fight for about 30m. You must complete Escape from Durnholde before being able to enter. Make sure you pick up the quest and have a Chrono Beacon on your hotbar. Use these chrono beacons on the mini-bosses 13-17 to speed up the kills.
●There will be 18 portals that open; each one has a mini-boss that channels to keep the portal open. You have about 2 minutes between portal openings before the next one appears, usually more than enough time. At portals 6, 12 and 18 a boss will show instead of a mini-boss. After a boss you have between 20s-1m to rest up and drink.
●The first boss is relatively simple. He has an arcane blast that you can resist with Cloak of Shadows as well as an AE attack that reduces combat/movement speed by 60%.
●The second boss is where most people have trouble. He has a debuff that reduces healing by 10% and can stack up to 10x on the target. If the tank has too many of these on him, you will be forced to off-tank (just turn on Evasion) for a few seconds. He can also self-haste.
●The third boss is a pain. He has an AE front cone sand attack (Cloak of Shadows can eat it) for about 4000dmg. He will freeze time for 4s every 30s or so. As long as your tank is kept topped up on health at all times, you should be good. Poorly timed heals will kill you.