◀ All Raid Runbooks
Spider WingPlague WingAbomination WingMilitary WingFrostwyrm Lair
🕸️Starting Trashtrash
Players: 30+Tanks: 3-4Healers: 6-8Ensure a shaman is in each group — DPS and healing shamans drop Poison Cleansing Totem as priority
Mob Types
Infectious Ghoul55kBasic undead melee, comes in packs
Embalming Slime45kOoze — cannot be tanked in melee, must be kited by ranged
Stoneskin Gargoyle195kStoneskin buff increases its armor; applies a debuff to players that increases damage taken
⚠️Slimes cannot be tanked in melee — they must be kited by ranged. Gargoyle Stoneskin debuff stacks and must fall off between pulls.
  • Tank the undead adds to the right — casters pull slimes to the left and kite them behind the raid, follow the kill order
    Undead mobs are tanked to the right side of the corridor while casters pull the ooze slimes to the left and kite them behind the raid formation. Slimes cannot be conventionally tanked — they move slowly but deal heavy damage in melee range. Follow the marked kill order to manage incoming damage.
  • Gargoyles — pull only two at a time, wait for the Stoneskin debuff to fall off before pulling more
    Stoneskin Gargoyles apply a debuff to players that increases damage taken. Only pull two at a time and wait for the debuff to fully expire before engaging the next pair. Rushing additional pulls while the debuff is still active causes unnecessary tank deaths.
Noth the PlaguebringerNoth the Plaguebringerboss
Noth the Plaguebringer
HP: 1,665,500
Plagued Warriors spawn every 30 seconds during ground phases. Plagued Champions and Plagued Guardians spawn during balcony phases.
Boss Abilities
Curse of the PlaguebringerCurses a player. If not decursed within 10 seconds, triggers Wrath of the Plaguebringer — 1,750 Nature damage instantly plus 875-1,125 Shadow damage every 2 seconds for 10 seconds to all nearby players.
BlinkTeleports approximately 20 yards and completely resets his threat table. Every ~25 seconds. The highest-threat player after Blink will be attacked immediately.
CrippleMagic debuff: doubles attack time, reduces movement speed by 50%, and reduces Strength by 50%. Lasts 15 seconds. Dispellable.
Summon Plagued AddsSummons Plagued Warrior skeletons every 30 seconds during ground phases. During balcony phases (when Noth is untargetable), summons Plagued Champions and Plagued Guardians in waves.
Plagued Add Abilities
Plagued Warrior (34k HP)Basic skeleton — Cleave and Strike. Spawns during ground phases every 30 seconds. Off-tanks pick these up and the raid cleaves them down.
Plagued Champion (38k HP)Spawns during balcony phases. Shadow Shock (ranged Shadow damage) and Mortal Strike (reduces healing received by 50% for 5 seconds). More dangerous than Warriors.
Plagued Guardian (19k HP + mana)Spawns in later balcony phases. Casts Arcane Explosion (area-of-effect Arcane damage). Cannot be shackled. Must be killed quickly to prevent stacking area damage.
  • Start from the corner near the balcony
    Position the raid in the corner near the balcony before pulling Noth. This gives maximum room for the fight and keeps the raid grouped for healing during add phases. Noth alternates between ground phases (where the raid can damage him) and balcony phases (where he teleports to the balcony and is untargetable while sending waves of undead adds).
  • Main tank builds maximum threat — off-tanks pick up the skeleton adds
    The main tank needs to build as much threat as possible on Noth because he will Blink (teleport roughly 20 yards) and completely reset his threat table every 25 seconds. After each Blink, the main tank must immediately re-establish threat. Off-tanks are responsible for picking up Plagued Warriors that spawn every 30 seconds during ground phases. During balcony phases, Plagued Champions and Plagued Guardians spawn in waves and must also be tanked and killed.
  • Decurse Curse of the Plaguebringer immediately — this is critical
    Noth applies Curse of the Plaguebringer to raid members. If the curse is not removed within 10 seconds, it triggers Wrath of the Plaguebringer — dealing 1,750 Nature damage instantly and then 875-1,125 Shadow damage every 2 seconds for 10 seconds to all nearby players. This can chain through the raid and cause a wipe. Mages and druids must decurse immediately as their highest priority.
  • All damage dealers go full output — use a Limited Invulnerability Potion after Blink if you are highest on threat
    Noth has a strict DPS check — he alternates between ground phases and balcony phases where he is untargetable. The raid should bring him to approximately 80% health before the first balcony transition at 90 seconds. When Noth Blinks, he resets his entire threat table. If you are the highest damage dealer and he Blinks near you, use a Limited Invulnerability Potion (makes you immune to physical damage for 6 seconds) to survive until the main tank re-establishes threat.
🕸️Trash to Heigan — The Infested Corridortrash
Mob Types
Plague Beast130kLarge mob — Stomp deals ~2,000 damage in a radius around it
Eye Stalk15kTentacles that emerge from the ground — Mind Flay (Shadow damage channel)
Maggot10kSmall adds spawning from Plague Beasts — Slime Burst slows movement by 50%
⚠️The infested corridor continuously spawns adds as you move through it — do not rush ahead or the group will be overwhelmed
  • Stay in a tight group — one designated tank holds the Plague Beast, remaining tanks pick up the spawning adds
    The Infested corridor spawns waves of small adds as you move through it. Assign one tank specifically to the Plague Beast (the large mob that deals approximately 2,000 damage with Stomp in an area around it) while the remaining tanks pick up the smaller adds (Maggots and Eye Stalks) that spawn around the group. Staying tight ensures healers can reach everyone and area-of-effect damage is effective against the small adds.
  • Move as a group slowly and steadily — shamans remember to move totems forward as the group advances
    This corridor punishes groups that rush ahead. Move together at a controlled pace, clearing adds as they spawn. Shamans must re-drop their totems as the group advances because totem range is limited. If the group splits or moves too fast, players at the back will be out of totem range and healing range, and adds will pile up between the front and back groups.
  • Stop in the corner before Heigan's room to rebuff and regenerate mana
    Before engaging Heigan the Unclean, there is a safe corner at the end of the infested corridor where the raid can pause. Use this time to rebuff all consumables, drink for mana, and review the Heigan strategy. The fight ahead is mechanically demanding and requires full mana pools.
Heigan the UncleanHeigan the Uncleanboss
Heigan the Unclean
HP: 1,832,050
Boss Abilities
Decrepit FeverDisease — reduces maximum health by 50% and deals 500 Nature damage every 3 seconds. 20-yard radius around Heigan. Cleansable (disease). Must be dispelled constantly on melee players.
Eruption (Safety Dance)Sections of the floor erupt dealing ~7,500 Nature damage (instant kill). Safe zones shift in a repeating pattern: zones 1, 2, 3, 4, 3, 2, 1. Phase 2 eruptions move faster.
Mana BurnArea-of-effect around Heigan — drains mana and deals Shadow damage equal to the mana drained. Only active during Phase 1 (ground phase). Affects melee range.
TeleportTeleports 3 random players into the Eye Stalk tunnel. Only during Phase 1. Teleported players must navigate back to the raid while avoiding Eye Stalk tentacles.
  • Platform strategy — ranged players and healers stay on the raised platform while the main tank fights on the floor
    The raid uses the raised platform at the back of the room to keep ranged players and healers safe from the Eruption floor mechanic. Only the main tank and melee DPS need to be on the floor during Phase 1 (the first 90 seconds). The platform is safe from Eruptions during Phase 1 but becomes lethal during Phase 2 — Heigan teleports to the platform and poisons anyone standing on it, so everyone must jump down to the floor and perform the dance.
  • Main tank runs in first and positions Heigan diagonally on the platform edge — casters and healers stand at maximum casting range
    The main tank engages Heigan and positions him facing diagonally away from the platform where casters and healers are standing. Ranged players stand at the maximum distance they can while still being able to cast. This positioning keeps the raid safe from Decrepit Fever (which has a 20-yard radius around Heigan) and from Mana Burn. During Phase 2, when Heigan teleports to the platform, everyone on the platform must immediately jump down to the floor and run the safe-zone dance.
  • Shamans keep Disease Cleansing Totem active — priests and other dispellers help cleanse diseases in groups without a shaman
    Heigan applies Decrepit Fever, a disease that reduces maximum health by 50% and deals 500 Nature damage every 3 seconds. This must be cleansed constantly. Shamans use Disease Cleansing Totem as their priority totem. In groups without a shaman, priests must manually dispel the disease. A player with Decrepit Fever active is at half maximum health and extremely vulnerable to dying from any other source of damage.
  • Kill the boss before the Eruption dance phase begins — mark an experienced player with Star as the dance leader, just in case
    The goal is to kill Heigan during Phase 1 (the first 90 seconds) before he teleports to the platform and forces the Eruption dance. If the raid's damage is not sufficient, Phase 2 begins — all players must jump off the platform and run the Eruption safe-zone pattern on the floor. The safe zones shift in order: 1, 2, 3, 4, 3, 2, 1, repeating. Mark one experienced player with the Star raid marker as the dance leader. Everyone follows the Star. One misstep means instant death from the Eruption damage (~7,500 Nature damage, effectively a one-shot).
Positioning & Kiting
Heigan the Unclean positioning diagram
Click image to view full size
Heigan's room is divided into four zones that erupt in a repeating pattern: zone 1, zone 2, zone 3, zone 4, then back — zone 3, zone 2, zone 1, and repeat. During Phase 1, ranged players and healers stand on the raised platform at the back of the room (safe from Eruptions). The main tank holds Heigan on the floor near the platform edge. During Phase 2, Heigan teleports to the platform and poisons it — everyone must jump down to the floor and run the dance pattern through the safe zones. The diagram above shows the movement path through the four zones.
LoathebLoathebboss
Loatheb
HP: 5,329,600
Boss Abilities
Corrupted MindAfter any player casts a healing spell, ALL of their healing spells are locked out for 60 seconds. Each healer can only cast one heal per minute. This is the core mechanic of the fight.
Inevitable DoomUnavoidable 2,550 Shadow damage to all players after a 10-second debuff. Starts at 2 minutes into the fight (every 30 seconds). After 5 minutes, frequency increases to every 15 seconds.
Fungal Bloom (Spore)Spores spawn near Loatheb every ~12 seconds. When killed, grants up to 5 nearby players +50% melee critical strike chance, +60% spell critical strike chance, and zero threat generation for 90 seconds.
Remove CurseLoatheb removes all curses on himself every 30 seconds (starting ~2 seconds into the fight). Curses like Curse of Shadow or Curse of Elements must be constantly re-applied.
Poison AuraPassive aura — deals 196 Nature damage to all nearby players every 6 seconds. Low per-tick damage but constant throughout the entire fight.
  • Place 2 Shadow Priests in the main tank's group — pre-use Shadow Protection Potions before the pull, tank wears full damage mitigation gear
    Shadow Priests in the main tank's group provide Vampiric Embrace healing, which triggers from their Shadow damage and bypasses Loatheb's Corrupted Mind healing restriction. This passive healing is one of the few reliable ways to keep the tank alive when direct healing is limited to one cast per minute per healer. All raid members should use a Shadow Protection Potion before the pull because Inevitable Doom deals Shadow damage. The tank wears maximum damage mitigation gear (armor, defense, stamina) rather than threat gear because surviving is the priority.
  • Healers — casting any healing spell locks out all your healing spells for 60 seconds, so heal only when absolutely necessary
    Loatheb's Corrupted Mind mechanic means that after you cast a healing spell, ALL healing spells are locked out for 60 seconds for that healer. Each healer gets only one heal per minute. Coordinate healing rotations so healers stagger their one heal at different times — do not have all healers cast at the same time or there will be a 60-second window with zero available heals. Save your heal for when the tank is critically low.
  • Druids and Priests use heal-over-time effects — Shamans alternate between Disease Cleansing Totem and Healing Stream Totem
    Druids apply Rejuvenation and Priests apply Renew as their primary healing contribution. Shamans alternate between Disease Cleansing Totem (to handle incoming damage-over-time debuffs) and Healing Stream Totem (to provide passive ticking healing to their group). The totem rotation provides consistent low-level healing without consuming each healer's single healing spell allowance.
  • Assign spore groups by priority — highest damage dealers and threat generators receive the first spores
    Fungal Bloom spores spawn every ~12 seconds near Loatheb. When killed, the spore grants +50% melee critical strike chance, +60% spell critical strike chance, and eliminates all threat generated by abilities for 90 seconds — but only to the 5 nearest players. The raid must assign groups to rotate through the spores in priority order: your highest DPS groups first (for example, the warlock group, then the best melee group), then remaining groups. The raid leader calls out group numbers in rotation order.
  • Spore rotation example: Group 5, then Group 2, then Group 4, then Group 3, then Group 1, then Group 6
    This is a sample spore rotation order — adjust it based on your raid's composition. The key principle is that your highest damage-dealing groups receive the first spores so they can maximize their critical strike window across the longest portion of the fight. Threat is not a concern for players with the spore buff since it causes zero threat generation.
  • Wait for your assigned group to gather at the spore before killing it — do not kill a spore early
    Only 5 players within close range of the spore receive the Fungal Bloom buff when it dies. If the spore is killed before the correct group is gathered around it, the buff goes to the wrong players and is wasted. Each spore is extremely valuable for raid DPS — a wasted spore significantly reduces the raid's ability to beat the Inevitable Doom enrage timer. Coordinate carefully.
Positioning & Kiting
Loatheb positioning diagram
Click image to view full size
The main tank holds Loatheb in the far-right corner of the room (opposite the entrance). This causes Fungal Bloom spores to spawn in the near-left corner, close to the entrance — keeping the spore spawn location predictable and away from the boss. The raid stacks loosely near the spore spawn area. When a spore appears, the assigned 5-player group moves in close to the spore before it is killed so they receive the critical strike and zero-threat buff. All other players stay back from the spore until their group's turn in the rotation.