Dungeon · Alterac Mountains
City of Dalaran
Five-player dungeon under Dalaran, entered through the sewers by both factions; nine client encounters, one of them an optional secret boss.
Arcane Anomaly
The tank holds the boss in the middle of the platform and keeps taking its arcane bolts, which hurt; a single bolt is roughly 500. Healers keep the tank up and stay out of the beam's path, since the group has to survive Focal Blast, a three-second channel that sweeps round the room in one direction or the other.
Damage dealers stay inside the platform circle, kill the small adds that appear on the pull, and watch which way the beam turns. Everyone walks with the beam instead of against it; the beam kills whoever it catches.
In short: tank in the middle, move ahead of the sweeping beam, kill the small adds.
| Ability | Effect |
|---|---|
| Arcane Bolt | Arcane hit on the tank. |
| Focal Blast | Three-second arcane channel that sweeps the room clockwise or counter-clockwise; the second id is the periodic damage. |
Fel Ancient
The group starts the fight by talking to Grindle Firespark, which takes down the barriers around the boss. The tank pulls it out of the fumes it leaves behind, because the real danger is being rooted while standing in them.
Healers heal the rooted player first. Anyone who can free an ally, such as a
Paladin with
Blessing of Freedom, should do it as soon as Entangle lands.
Damage dealers keep hitting the boss and step out of any green pool at once.
In short: take the fight out of the fumes, free rooted allies, never stand in a pool.
| Ability | Effect |
|---|---|
| Roots nearby enemies for up to 10 seconds with Nature damage every few seconds. | |
| Vines hit enemies within 5 yards and leave poison fumes on the ground for about 10 seconds. |
Mana Devourer
Clear the whole garden room before the pull, because any mob left alive joins the fight. The tank saves a cooldown for Drain Vitality, which lands on the main target.
Healers drink to full before the pull: Debilitate pulls up to 200 mana from everyone in range and the fight is a race against that drain. Damage dealers should arrive with full mana and use their strongest cooldowns, since the sooner it dies the less mana the group loses.
In short: clear the room, drink, burst it down before the mana runs out.
| Ability | Effect |
|---|---|
| Arcane hit plus Arcane damage over time on the main target. | |
| Arcane bolt that drains up to 200 mana from each player it reaches. |
Mana Elemental
The tank holds the boss while two Mana Phantoms that start beside it are interrupted or stunned out of their
Mana Burn and killed fast.
Healers stand away from the boss, because its
Silence hits players near it and a silenced healer cannot heal. Dispel Manamorph, a polymorph that turns players into wandering animals, as soon as it lands;
Druids in cat form are not affected.
Damage dealers split their time between the phantoms, the endless small Manalings and the boss, and ranged players stay outside the Silence range.
In short: kill the phantoms first, dispel the polymorph, keep healers out of the Silence.
| Ability | Effect |
|---|---|
| Polymorphs a player into a wandering animal for up to 8 seconds; dispellable. | |
| Silences nearby players for about 10 seconds. | |
| Summon Manaling | Brings in Arcane Manaling adds during the fight. |
| Damages in proportion to the mana it burns; interrupt or stun the phantoms. |
Unstable Sentinel
The tank faces the boss away from the group, so the frontal Arcing Smash lands on the tank only. The boss hits the tank hard, which keeps healers busy.
Everyone else deals with Malfunction, a pulse that hits players within about 25 yards: ranged players stay outside that range, and melee step out during the two-second wind-up and come back after. A well-timed stun on the cast stops it. Kill the Angry Tomes nearby before the pull.
In short: face him away, ranged stay beyond 25 yards, stun or dodge the Malfunction.
| Ability | Effect |
|---|---|
| Arcing Smash | Frontal cleave on everything in front of him. |
| After a short wind-up, arcane pulses hit players within about 25 yards; a stun on the cast prevents it. |
Shade of the Archmage
A conversation with Archmage Modela near the Dalaran keep opens the portal to the Purple Parlor, and the Shade appears once the group steps in. The tank holds it in the middle and drags it off the spot where Bounding Mana was cast, so the returning sphere misses the group.
Healers cover the tank's heavy arcane bolts and the group-wide
Arcane Explosion that follows each sphere. When the Shade's mana is gone it polymorphs the group and channels
Evocation, and casters should hide behind a wall for that; the fight then starts over, so cooldowns belong after the Evocation.
Damage dealers spread out for the sphere, stay close enough to avoid leaving the room (leaving resets him) and wait out the polymorph.
In short: move him off the sphere, survive the Explosion, save cooldowns for after Evocation.
| Ability | Effect |
|---|---|
| Arcane Bolt | Heavy Arcane hit on the tank. |
| Orb that flies out to a random player and returns to where it started; players it hits take damage. | |
| Arcane Explosion | Arcane blast on everyone within 20 yards. |
| Turns nearby players into wandering animals for up to 8 seconds, cast when his mana hits zero. | |
| Channelled mana regeneration; afterwards the fight resumes. |
Lyn the Ignored
This is the optional secret boss, summoned only with a Tome of Dalaran, which is made from a Black Tome out of Shadowfang Keep taken to Ambermill's Leyline Focus. The tank keeps Lyn facing away from the group and picks up each wave of skeletons.
Healers keep everyone above about half health, because
Shadow Bolt
Volley hits the whole group, and decurse the tank and melee when Curse of
Thorns lands. Damage dealers stay clear of the curse's reflect while still pushing damage.
In short: keep the group topped up, remove Curse of Thorns, tank the skeletons.
| Ability | Effect |
|---|---|
| Raise Dead | Keeps raising skeleton adds until she dies. |
| Shadow Bolt Volley | Shadow damage to the whole group. |
| Curse on the tank that damages attackers for a few minutes; decurse it. |
Atrexis the Grave Knight
Kill a couple of the patrolling Kirin Tor Necromancers before the pull. The tank takes intense damage from Thrash and Strike and gets disarmed for about 6 seconds now and then, so a shield tank still blocks while disarmed; the tank should pick up each skeleton as it appears.
Healers plan for Unholy
Frenzy, which speeds up an ally's attacks and damages that ally over time, and save a cooldown for it. Damage dealers kill the first skeletons quickly, then switch to the boss, and avoid area damage until the tank has threat.
In short: thin out the necromancers first, kill early adds, then burn the boss.
| Ability | Effect |
|---|---|
| Raise Dead | Repeatedly summons skeleton adds until he dies. |
| Disarm | |
| Speeds up an ally's attacks but hurts that ally with Nature damage over time. | |
| Thrash | Extra melee swings. |
| Strike | Instant melee hit. |
Mana Wraith
The client lists Mana Wraith as the ninth and last encounter. Nothing else is known about the fight yet.
In short: no strategy is known yet; it comes last in the client's order.
Levels, group size, wings, areas and bosses from the game client, build 1.60.1.70450. Text updated .Forever is in beta: any of it can change with a patch. Alterac Mountains · All dungeons and raids